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2.4 Patch Released!
Posted: Sun Feb 13, 2005 4:13 am
by elcidce
There is an article listed in the news list announcing the 2.4 patch release. I didnt see a link for it in the article. does anyone have a link?
RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 4:32 am
by Rossj
i saw the article, but couldn't find the patch either
RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 7:35 am
by Bodhi
ftp://ftp.matrixgames.com/pub/UncommonV ... h-v240.zip
You get there by cliking on "downloads" on the top menu above (under "matrixgames"), then on the Uncommon Valor image. There doesn't seem to be any link on the UV official web site yet, but I'm sure they'll get around to it.[;)]
RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 9:45 am
by Reg
The pilot bug fixed!!! (again)
Yahoo!!!
RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 2:30 pm
by timtom
Uncommon Valor Update
2/1/2005 v2.40
Bugs Fixed:
1)Air groups on sweep or escort missions were not properly testing morale, when casualties were taken. Fixed.
2)When a partial unit was combined with a prime unit, the supply from the partial unit was not being properly handled. Fixed.
3)Losses to ground units, when targeting an airfield or port, were too high. Fixed.
4)Air groups were sending too many planes, when attacking task forces. Fixed.
5)Air groups attacking barge or motor torpedo boat (PT) task forces were all attacking a single barge or boat. Fixed.
6)Bombers flying at altitudes greater than 32,000 feet were bombing with a greater accuracy than they should. Fixed.
7)Some groups were gaining too many pilots. Fixed. They are now limited to maximum planes plus three.
New Player Requested Features:
1)Patrol aircraft searching for submarines now use upgraded WIP routines.
2)The chances of submarines being spotted are now increased, if more than one is located in a hex.
3)Submarines will no longer follow a task force into a known minefield hex.
4)Minefield attacks are now handled more like WIP and the chances of submarines and minesweepers hitting mines has been increased.
RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 3:10 pm
by EricGuitarJames
Before I go ahead and install it, can it be confirmed that this patch works with the 'Just Play' version of UV released in the UK.
RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 4:01 pm
by CatLord
Very last patch ? [:(]
Inconsistent combat replay not fixed ?
Replacement table not editable ?
*** sigh ***
Cat
RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 4:55 pm
by Warfare1
Excellent news.
Matrix had stated that sometime down the road they were going to turn the source code for WiTP over to some dedicated gamers to continue working on the game.
Could not the same thing be done for UV?
With the source code, knowledgeable gamers could turn this into an even better game. And of course, this would help sales...
RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 5:04 pm
by CatLord
Is this patch compatible with a 2.3 savegame ?
(I.e. can I continue my 2.3 PBEM if I install this new patch)
Cat
Coastwatcher mayhem RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 8:27 pm
by bryanh06
I've just installed the patch and continued playing a v2.3 saved game versus the AI and noticed that I'm getting coastwatcher reports on every task force -- even my own task forces as well as those of the enemy in midocean. This is both annoying and giving me information on the enemy which I should not have. If I could back out of this patch I would.
Bryan
RE: Coastwatcher mayhem RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 9:18 pm
by Erik Rutins
I've just installed the patch and continued playing a v2.3 saved game versus the AI and noticed that I'm getting coastwatcher reports on every task force -- even my own task forces as well as those of the enemy in midocean. This is both annoying and giving me information on the enemy which I should not have. If I could back out of this patch I would.
We'll take a look at these reports as soon as possible. FYI, re-applying the 2.30 patch will in effect uninstall the 2.40 patch completely, but hopefully that won't be necessary.
Regards,
- Erik
RE: Coastwatcher mayhem RE: 2.4 Patch Released!
Posted: Sun Feb 13, 2005 10:16 pm
by pkpowers
sorry I have the same 2.40 trouble also...coastwatchers everywhere
RE: 2.4 Patch Released!
Posted: Mon Feb 14, 2005 2:56 am
by Bodhi
ORIGINAL: Warfare1
Excellent news.
Matrix had stated that sometime down the road they were going to turn the source code for WiTP over to some dedicated gamers to continue working on the game.
Could not the same thing be done for UV?
With the source code, knowledgeable gamers could turn this into an even better game. And of course, this would help sales...
Here's what Joel Billings wrote in the
"Clarification of future development... " thread when talking about WitP in the WitP forum.
ORIGINAL: Joel Billings
We cannot continue to "improve" WitP endlessly. Perhaps someday we will turn the code over to some outside volunteers to continue working on the code, but let me tell you it won't be easy for anyone to move this monster without adding their share of new bugs. Mike has been very good about adding in new features after release (for both UV and WitP), but this cannot go on for very long.
and
ORIGINAL: Joel Billings
So to sum things up. 1) We will continue to fix important bugs as they are found and we can get good information and saves. 2) The amount of new features and major system changes will greatly decline, but there will probably come a time where the code will be made available to outside programmers willing to carry on. 3) We will continue to be on the lookout for tweaks that can be safely made to "balance" items that are seriously out of whack.
So it seems there is hope for the community to get access to the code eventually. If working with the "monster WitP won't be easy", let's hope they allow access to the UV code fairly early, so any potential modders can get learn the basics of how the system fits together by working on the UV code.
RE: Coastwatcher mayhem RE: 2.4 Patch Released!
Posted: Mon Feb 14, 2005 12:22 pm
by jeffs
I do too...Most, most annoying.
RE: 2.4 Patch Released!
Posted: Mon Feb 14, 2005 6:24 pm
by Warfare1
ORIGINAL: Bodhi
ORIGINAL: Warfare1
Excellent news.
Matrix had stated that sometime down the road they were going to turn the source code for WiTP over to some dedicated gamers to continue working on the game.
Could not the same thing be done for UV?
With the source code, knowledgeable gamers could turn this into an even better game. And of course, this would help sales...
Here's what Joel Billings wrote in the
"Clarification of future development... " thread when talking about WitP in the WitP forum.
ORIGINAL: Joel Billings
We cannot continue to "improve" WitP endlessly. Perhaps someday we will turn the code over to some outside volunteers to continue working on the code, but let me tell you it won't be easy for anyone to move this monster without adding their share of new bugs. Mike has been very good about adding in new features after release (for both UV and WitP), but this cannot go on for very long.
and
ORIGINAL: Joel Billings
So to sum things up. 1) We will continue to fix important bugs as they are found and we can get good information and saves. 2) The amount of new features and major system changes will greatly decline, but there will probably come a time where the code will be made available to outside programmers willing to carry on. 3) We will continue to be on the lookout for tweaks that can be safely made to "balance" items that are seriously out of whack.
So it seems there is hope for the community to get access to the code eventually. If working with the "monster WitP won't be easy", let's hope they allow access to the UV code fairly early, so any potential modders can get learn the basics of how the system fits together by working on the UV code.
This what I was thinking as well. A few volunteers could cut their teeth on the UV code.
I see it as a win/win situation for Matrix: UV could be further developed for free; there are lots of willing playtesters; and Matrix would retain absolute control over the game while continuing to earn revenue from it...
RE: Coastwatcher mayhem RE: 2.4 Patch Released!
Posted: Tue Feb 15, 2005 8:06 am
by Zulu
There definitely is a problem with coastwatchers... big enough to stick with 2.3 for the time being. At least if you want to play with previously saved games and against the AI. However thank you, Matrix, for this new patch: I am sure this problem will be soon fixed.
By the way, has anybody tried a brand new game against the AI or multiplay with 2.4? is the problem still there?
RE: Coastwatcher mayhem RE: 2.4 Patch Released!
Posted: Tue Feb 15, 2005 12:22 pm
by pkpowers
yes sir , that where I had the coasterwatcher trouble, turn one in a brand new game against the AI,I went ahead and re-installed 2.3, they'll soon get it fixed
RE: Coastwatcher mayhem RE: 2.4 Patch Released!
Posted: Tue Feb 15, 2005 6:59 pm
by toraq
Thx matrix for the new patch. Something I was not expecting = client satisfaction [;)]
But, under my point of view there are still some important bugs that should be fixed. In order of importance:
1- Aircraft not damaging the airport when there is a own land unit in the hex. Example: Japanese bombers do not damage PM´s airport if there are japanese LCUs there. So once you have started to invade PM, there is no hope of closing the airport until you take the base!!! This is annoying!
2- In PBEM games, the combat replay and combat report are different. When I play the allies and there is a carrier battle (most of the times) I load the combat replay that my opponent has sent me and it is quite different from the combat report. This is not FOW because there are so many differences! Different attacks to different TF, bases captured while they are still holding...You feel that you´re playing a different game!
3 - Most of the times, Land based bombers (specially japanese ones) do not attack TF with CAP (mainly CVs TF), even if they have plenty of escorts. In WitP, this is not happening so often...
4- IJN AAA ammo being zeroed in UV ver 2.3 Scen.17
RE: Coastwatcher mayhem RE: 2.4 Patch Released!
Posted: Tue Feb 15, 2005 11:54 pm
by CatLord
I agree to all, toraq. These are still major bugs around... How can that be the latest patch... [:(]
Cat
RE: Coastwatcher mayhem RE: 2.4 Patch Released!
Posted: Wed Feb 16, 2005 2:51 am
by Veer
2- In PBEM games, the combat replay and combat report are different. When I play the allies and there is a carrier battle (most of the times) I load the combat replay that my opponent has sent me and it is quite different from the combat report. This is not FOW because there are so many differences! Different attacks to different TF, bases captured while they are still holding...You feel that you´re playing a different game!
I'm not sure, but this may have something to do with the game settings. Like if you changed a realism option (even for another game) or changed the msg settings, like the delay from 1 sec to 0.1 sec it affects combat reports. Try and see if you and your PBEM player have the exact same settings for everything, and don't ever change them, and see if the different combat replay's occur.
Ofcourse I may be wrong, but I do remeber reading somewhere that setting were the likely cause.
3 - Most of the times, Land based bombers (specially japanese ones) do not attack TF with CAP (mainly CVs TF), even if they have plenty of escorts. In WitP, this is not happening so often...
I think this is a design decision in UV.
4- IJN AAA ammo being zeroed in UV ver 2.3 Scen.17
Havn't seen that, but then it's been a long time since I played.
I'm sticking with 2.3 for now.