Uncommon Valor v.1.40 online!
Moderators: Joel Billings, Tankerace, siRkid
- Ross Moorhouse
- Posts: 780
- Joined: Fri Jan 05, 2001 5:00 pm
- Location: Sydney, Australia
Uncommon Valor v.1.40 online!
The official Uncommon Valor 1.40 Patch is now online! You can grab it using our True Update feature or directly from the downloads section.
Please note that all future support questions and responses will depend on you having this patch installed properly first.
1. In your Uncommon Valor program folder, find the icon labeled "True Update". Left click on it.
2. Click on next to check for a new patch. It will find the patch, although it will not report a size. Don't worry, go ahead and download the patch.
3. When the download is finished, the patch will open an installer in its own windows. If you installed UV in the default directory, you can just keep clicking next until everything is updated. Otherwise, point it to the directory you installed UV in, then let it install the patch.
4. Close things up when you're done. If you installed the patch correctly, running True Update again will tell you that there are no newer versions of UV available than the one you now have.
5. Run UV 1.40 and enjoy!
A full list of the patch changes can be found in a new UV Changes in "UV Patch History" PDF file in your UV program folder post-patch. This can also be found in your main UV directory. For your convenience, the list for this patch is reproduced in full below.
Patch Items for Uncommon Valor version 1.40
1) Destroyers should now be more involved in surface combat.
2) Transports should now be more forthcoming as reinforcements for the human player.
3) Moving the mouse over enemy bases during the execution phase or replay should no longer show detailed information about enemy troops, air bases or naval bases.
4) Creating a task force by transferring all ships out of another and then back into the original task force should no longer make the ships transferred to the new task force, the creation of which was aborted, disappear and reappear when a task force with the same name is created, some where else.
5) The fuel listing on the upper left hand side of the task force screen was listed in red, if no destination was assigned, using the logic that since the required fuel was unknown, it could be excessive. This has been changed. The fuel level is now listed in green, if no destination is assigned, under the assumption that going no where will take very little fuel.
6) Using the move all command for ground units at Charter Towers (or any primary or secondary airfield) no longer results in the base moving.
7) The artificial intelligence no longer is sending damaged submarines on patrol and then recalling them a turn or two later end an endless cycle.
8) Players may now order task forces loading troops to not load supply, by choosing “Load troops only” orders instead of “load troops”.
9) Players may now load friendly troops who are at an enemy controlled location using normal transport task forces as well as fast transport. This is useful for evacuating troops in a failed invasion. These task forces use the over the beach loading rate. The option to load only troops must be selected, as supply may not be loaded
10) The combat reports option will now turn off the combat.
11) Now, turning off the combat summaries by pressing the “F8” key should no longer turn off the combat reports. This will allow the player to avoid having to watch the combat resolution and close all the combat summary boxes. He may now go eat or visit with a loved one (you know you should) and come back later, read the combat reports and know what happened during the turn.
12) Air groups on aircraft carriers with more than 50% system or flood damage no longer receive replacement aircraft, even though flight operations are not possible.
13) The ship class name has been added to the individual ship screen, following the ship’s name. Also, now right clicking on a ship name in the Form/Transfer TF display will cause a line of information about the ship (including class) to appear at the bottom of the list of ships). When transferring ships from one task force to another or from a base to a task force or when creating a task force, right clicking a ship name in the upper pop-out box will now display data about the ship in the center of the screen. This data includes the ship name, ship class name, the gun size of the main battery, the number of torpedo tubes, the number of anti-submarine devices and the relative anti-aircraft strength of the ship. Note that the anti-aircraft value listed is not used in the combat routines and is meaningful only in relation to the values of other ships. It is calculated by multiplying the number of each type anti-aircraft or dual-purpose gun by the general effectiveness value of that gun. In the actual combat routines, the aircraft altitude, bearing from the gun, speed and other factors are considered. If the gun has an arc of fire that can hit the aircraft and is not otherwise occupied, it will then fire. The relative anti-aircraft strength of the ship is now listed in the ship display screen, next to the maneuver value.
14) In automatic supply task forces and routine task forces assigned a specific base, any tankers in the task force will now carry fuel. If there are only tankers in the task force, they will load, carry and unload fuel. Note that in cases of tanker only task forces, the automatic supply routine choosing the base to carry fuel to will choose one that needs supply. This is because it has less than no idea what the long range staging planes of the player are and assumes that the bases needing supply, probably need fuel too. Also, note that only one routine supply task force may be assigned to a specific base. Assigning more will cause all but one to abort the mission.
15) If a base has a road connection with Brisbane that is clear of enemy troops, it will receive up to 5000 supply points per turn.
16) The change in a Base Force’s expected full strength level discussed in Section 19.8 in the manual only applies to Base Forces controlled by the computer player. Human player Base Forces will not have their expected full strength level change.
17) The northeast hexside of hex 27,32 had been changed from water to land, thus eliminating the mistaken water path through the middle of Bougainville.
Also note : Included in this patch is the ship data to correct the data that was sent out by mistake in 1.30. Also included are some corrections to the aircraft graphics.
Please note that all future support questions and responses will depend on you having this patch installed properly first.
1. In your Uncommon Valor program folder, find the icon labeled "True Update". Left click on it.
2. Click on next to check for a new patch. It will find the patch, although it will not report a size. Don't worry, go ahead and download the patch.
3. When the download is finished, the patch will open an installer in its own windows. If you installed UV in the default directory, you can just keep clicking next until everything is updated. Otherwise, point it to the directory you installed UV in, then let it install the patch.
4. Close things up when you're done. If you installed the patch correctly, running True Update again will tell you that there are no newer versions of UV available than the one you now have.
5. Run UV 1.40 and enjoy!
A full list of the patch changes can be found in a new UV Changes in "UV Patch History" PDF file in your UV program folder post-patch. This can also be found in your main UV directory. For your convenience, the list for this patch is reproduced in full below.
Patch Items for Uncommon Valor version 1.40
1) Destroyers should now be more involved in surface combat.
2) Transports should now be more forthcoming as reinforcements for the human player.
3) Moving the mouse over enemy bases during the execution phase or replay should no longer show detailed information about enemy troops, air bases or naval bases.
4) Creating a task force by transferring all ships out of another and then back into the original task force should no longer make the ships transferred to the new task force, the creation of which was aborted, disappear and reappear when a task force with the same name is created, some where else.
5) The fuel listing on the upper left hand side of the task force screen was listed in red, if no destination was assigned, using the logic that since the required fuel was unknown, it could be excessive. This has been changed. The fuel level is now listed in green, if no destination is assigned, under the assumption that going no where will take very little fuel.
6) Using the move all command for ground units at Charter Towers (or any primary or secondary airfield) no longer results in the base moving.
7) The artificial intelligence no longer is sending damaged submarines on patrol and then recalling them a turn or two later end an endless cycle.
8) Players may now order task forces loading troops to not load supply, by choosing “Load troops only” orders instead of “load troops”.
9) Players may now load friendly troops who are at an enemy controlled location using normal transport task forces as well as fast transport. This is useful for evacuating troops in a failed invasion. These task forces use the over the beach loading rate. The option to load only troops must be selected, as supply may not be loaded
10) The combat reports option will now turn off the combat.
11) Now, turning off the combat summaries by pressing the “F8” key should no longer turn off the combat reports. This will allow the player to avoid having to watch the combat resolution and close all the combat summary boxes. He may now go eat or visit with a loved one (you know you should) and come back later, read the combat reports and know what happened during the turn.
12) Air groups on aircraft carriers with more than 50% system or flood damage no longer receive replacement aircraft, even though flight operations are not possible.
13) The ship class name has been added to the individual ship screen, following the ship’s name. Also, now right clicking on a ship name in the Form/Transfer TF display will cause a line of information about the ship (including class) to appear at the bottom of the list of ships). When transferring ships from one task force to another or from a base to a task force or when creating a task force, right clicking a ship name in the upper pop-out box will now display data about the ship in the center of the screen. This data includes the ship name, ship class name, the gun size of the main battery, the number of torpedo tubes, the number of anti-submarine devices and the relative anti-aircraft strength of the ship. Note that the anti-aircraft value listed is not used in the combat routines and is meaningful only in relation to the values of other ships. It is calculated by multiplying the number of each type anti-aircraft or dual-purpose gun by the general effectiveness value of that gun. In the actual combat routines, the aircraft altitude, bearing from the gun, speed and other factors are considered. If the gun has an arc of fire that can hit the aircraft and is not otherwise occupied, it will then fire. The relative anti-aircraft strength of the ship is now listed in the ship display screen, next to the maneuver value.
14) In automatic supply task forces and routine task forces assigned a specific base, any tankers in the task force will now carry fuel. If there are only tankers in the task force, they will load, carry and unload fuel. Note that in cases of tanker only task forces, the automatic supply routine choosing the base to carry fuel to will choose one that needs supply. This is because it has less than no idea what the long range staging planes of the player are and assumes that the bases needing supply, probably need fuel too. Also, note that only one routine supply task force may be assigned to a specific base. Assigning more will cause all but one to abort the mission.
15) If a base has a road connection with Brisbane that is clear of enemy troops, it will receive up to 5000 supply points per turn.
16) The change in a Base Force’s expected full strength level discussed in Section 19.8 in the manual only applies to Base Forces controlled by the computer player. Human player Base Forces will not have their expected full strength level change.
17) The northeast hexside of hex 27,32 had been changed from water to land, thus eliminating the mistaken water path through the middle of Bougainville.
Also note : Included in this patch is the ship data to correct the data that was sent out by mistake in 1.30. Also included are some corrections to the aircraft graphics.
- David Heath
- Posts: 2529
- Joined: Wed Mar 29, 2000 5:00 pm
The level of support for UV from the staff has been unbelievable. The care taken to listen to and participate in discussions on how to make the game better & make changes/fixes to make the game better has made me a customer for life.
My hat's off to all of you - congratulations for creating a classic!!!
My hat's off to all of you - congratulations for creating a classic!!!
Never Underestimate the Power of a Small Tactical Nuclear Weapon.....
-
- Posts: 1404
- Joined: Fri Apr 12, 2002 10:38 pm
- Location: Bristol, UK
Thanks. This is way beyond bug fixing, loads of new features. Thank you, and don't pay any attention to the 'until you change the warhead of the Browning 9mm pistol by 4% the game is broken' whingers (Pom or otherwise).
BTW the worst whinger I know is an Aussie. Mind you, she lives in UK, and 90% of the complaints are about the weather!:)
BTW the worst whinger I know is an Aussie. Mind you, she lives in UK, and 90% of the complaints are about the weather!:)
I have a cunning plan, My Lord
After one game ...
I've only run one game with 1.40 so far (vs. the AI).
I like the ship class info in the Form/Transfer TF display ... thanks for following up on that request so quickly! (I really didn't anticipate getting that feature in UV ... a pleasant surprise!)
On the whole the one game seemed to go pretty good. The only thing that concerned me is that now I seem to be seeing quite a lot of "false" attack animations, where the black smoke and small fireball of a bomb hit seems to appear on a ship, but no hit is mentioned in the text messages and (apparently) no damage occurs. I don't recall seeing that before. I'll wait to see what happens in subsequent games (or if other people report the same sort of thing).
Also, it still appears that the AI is sending its transports into harm's way without adequate caution or protection. But since no fix for that was mentioned in the patch readme, I'm guessing that AI fix didn't make it into this patch?
Thanks for the continuing efforts to improve our UV experiences!
David
I like the ship class info in the Form/Transfer TF display ... thanks for following up on that request so quickly! (I really didn't anticipate getting that feature in UV ... a pleasant surprise!)
On the whole the one game seemed to go pretty good. The only thing that concerned me is that now I seem to be seeing quite a lot of "false" attack animations, where the black smoke and small fireball of a bomb hit seems to appear on a ship, but no hit is mentioned in the text messages and (apparently) no damage occurs. I don't recall seeing that before. I'll wait to see what happens in subsequent games (or if other people report the same sort of thing).
Also, it still appears that the AI is sending its transports into harm's way without adequate caution or protection. But since no fix for that was mentioned in the patch readme, I'm guessing that AI fix didn't make it into this patch?
Thanks for the continuing efforts to improve our UV experiences!
David
"... planning and preparations were made with great efforts with this day as a goal. Before this target day came, however, the tables had been turned around entirely and we are now forced to do our utmost to cope with the worst. Thi
- Erik Rutins
- Posts: 39650
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
Response...
DSandberg,
Those are called "duds".
They've been around since before 1.00. You may just be looking more carefully now.
Regards,
- Erik
Those are called "duds".

Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
Re: Response...
No kidding? Hey, that's actually pretty cool.Originally posted by Erik Rutins
Those are called "duds".They've been around since before 1.00. You may just be looking more carefully now.


Thanks again ... David
"... planning and preparations were made with great efforts with this day as a goal. Before this target day came, however, the tables had been turned around entirely and we are now forced to do our utmost to cope with the worst. Thi
- Pkunzipper
- Posts: 226
- Joined: Tue May 21, 2002 1:27 pm
Really thanks!
UV come out with a good numbers of bugs (even if it worked fine) as the 95% of the games, then Matrix and 2by3 gave us 5(:eek: ) patches in 4 months (as the 1% of the software house does).
I think this is the best reply and the last word in the thread "UV:a dead end?"
REALLY GREAT WORK
AND MANY THANKS 
UV come out with a good numbers of bugs (even if it worked fine) as the 95% of the games, then Matrix and 2by3 gave us 5(:eek: ) patches in 4 months (as the 1% of the software house does).
I think this is the best reply and the last word in the thread "UV:a dead end?"
REALLY GREAT WORK


- Pkunzipper
- Posts: 226
- Joined: Tue May 21, 2002 1:27 pm
Re: Response...
YES finally!!!Originally posted by Erik Rutins
DSandberg,
Those are called "duds".They've been around since before 1.00. You may just be looking more carefully now.
Regards,
- Erik
I supposed it in a thread some time ago, but no one trusted me...(It was terrible

But why duds torpedoes "pluff" doesn't appears during Subs attacks?
****, I think to been gone out of topic...:p
-
- Posts: 168
- Joined: Mon May 27, 2002 9:58 am
- Location: Cleveland, Ohio
Well must say, you guys have really made a great game, better
started the scen 14 again, and must say it was looking bleak for a while, air to air combat looks great now, naval combat seeing a lot more missed shots (LOL seen a DD latch onto a BB and it wouldn't let go, too bad all them shots bounced)
as the Allied, the Wasp is already back in PH, the Enterprise is makeing the trip back in a few days, and the other two have light damage ! (but, 3 JP CV's and 2 CVL's are sunk, as is one of the 2 BB that been hitting Lunga)
really like the changes that have been made to the game
can't wait to see some of the other games that are comeing down the road, very HARD to believe you can top this one
HARD_Sarge
the crosshairs for the sub is really sweet
started the scen 14 again, and must say it was looking bleak for a while, air to air combat looks great now, naval combat seeing a lot more missed shots (LOL seen a DD latch onto a BB and it wouldn't let go, too bad all them shots bounced)
as the Allied, the Wasp is already back in PH, the Enterprise is makeing the trip back in a few days, and the other two have light damage ! (but, 3 JP CV's and 2 CVL's are sunk, as is one of the 2 BB that been hitting Lunga)
really like the changes that have been made to the game
can't wait to see some of the other games that are comeing down the road, very HARD to believe you can top this one
HARD_Sarge
the crosshairs for the sub is really sweet
Download in middle of game?
Can I download the new patch and continue playing ,y current game, or do I need to start over? Thanks...Bill.
While not disgruntled he was far from gruntled....
- Ross Moorhouse
- Posts: 780
- Joined: Fri Jan 05, 2001 5:00 pm
- Location: Sydney, Australia
Hi
I'm a newbie, anxiously awaiting UPS delivery of the game on Tuesday - bad timing, eh?
Does the 1.4 patch correct the problem with no AA armament on some Allied ships that was mentioned in some other posts here? I would just like to know before I begin playing.
Thanks. I'm really looking forward to this game.
I'm a newbie, anxiously awaiting UPS delivery of the game on Tuesday - bad timing, eh?
Does the 1.4 patch correct the problem with no AA armament on some Allied ships that was mentioned in some other posts here? I would just like to know before I begin playing.
Thanks. I'm really looking forward to this game.
- pasternakski
- Posts: 5567
- Joined: Sat Jun 29, 2002 7:42 pm
David, you people are just unbelievable. This patch obviously was developed and examined closely as the last of the "early release" patches, and it shows. The rough edges are smooth, the aberrations are gone, and the game is wonderful. My 45 bucks (yah, I pre-ordered and got the discount way back in - what was it? 1837?)Originally posted by David Heath
Once you guys get a chance let us know what you think.... thanks again for supporting us and the hobby.
David
Your responsiveness to the customer base is unprecedented and unparallelled in computer gaming. Matrix and 2by3 have shown that they can objectively evaluate their own product, separate the "wheat from the chaff" in customer commentary (and I have been chaff rather than wheat once or twice myself), and improve what is already the "state of the art."
My hat is off to you (and I don't mean like in the final scene from "Full Monty"). This is what I have been looking for ever since I first started playing Grigsby's earliest efforts like "Carrier Force" and "War in the South Pacific."
I love you, man. But could ya simulate me one of these?
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
-
- Posts: 5160
- Joined: Tue Mar 02, 2004 12:00 am
Thanks! That's Great!
Thanks for the reply! That's great news.