v1.2.17 Beta Now Available

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Erik Rutins
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v1.2.17 Beta Now Available

Post by Erik Rutins »

v1.2.17 Beta is now available in the Members' Club. Please download it and give it a try over the holidays. Thanks!

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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garoco
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RE: v1.2.17 Beta Now Available

Post by garoco »

Thanks Eril I will probe this new patck and merry Christmas to you
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Hard Sarge
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RE: v1.2.17 Beta Now Available

Post by Hard Sarge »

Well
what ya all think ?

I think this one is great, I am having a blast with this one :)

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jimwinsor
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RE: v1.2.17 Beta Now Available

Post by jimwinsor »

I've only played a little bit...but I get the impression detailed combat setup has been tweaked. Supply wagons are being set up 8-10 hexes *behind* my forces. Also forces maybe starting a tad farther apart? I may be just imagining these things tho...like I said, only had limited .17 play so far.

BTW tomorrow I should be free to try out TCP/IP for the first time, and help test the new fixes in that area. So if anyone interested lemme know...
Streaming as "Grognerd" at https://www.twitch.tv/grognerd
garoco
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RE: v1.2.17 Beta Now Available

Post by garoco »

I would intent probe tcpip against you tomorrow morning drop me a line msn
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ericbabe
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RE: v1.2.17 Beta Now Available

Post by ericbabe »

ORIGINAL: jimwinsor

I've only played a little bit...but I get the impression detailed combat setup has been tweaked. Supply wagons are being set up 8-10 hexes *behind* my forces. Also forces maybe starting a tad farther apart? I may be just imagining these things tho...like I said, only had limited .17 play so far.

BTW tomorrow I should be free to try out TCP/IP for the first time, and help test the new fixes in that area. So if anyone interested lemme know...

The supply caissons do appear more consistently in the rear now, I believe. I don't think there is any change to the scatter function for starting forces though.
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jimwinsor
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RE: v1.2.17 Beta Now Available

Post by jimwinsor »

Privateers are back to 150 Wood in .17...
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canuck64
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RE: v1.2.17 Beta Now Available

Post by canuck64 »

Possible (I'm running a 7 player hotseat to check it out) that the PBEM "upgrades" bug of only one nation getting upgrades is back...been working on this game for awhile, and only Austria is getting prompted for upgrades....will let you know if I see changes to the contrary....
Khornish
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RE: v1.2.17 Beta Now Available

Post by Khornish »

I've been playing 1.2.17 all weekend and have noticed a few things. I've not played previously, so if these are already known from previous builds, then please bear with me.

1) Do to my fatty fingers, I hit the backspace key at the beginning of one of my turns after loading a saved game. I received messages to the effect that orders were being deleted, as they should be now that this has been added as a feature. Unfortunately, I'd not given any orders, so the messages were for the AI's orders. Now, I don't know if this was actually changing what the AI had done, but I did get the messages. Lots of cancelled troop movements.

2) My poor economy, as Russia, is getting hammered by my feudal levies... vis a' vis Livonia is pumping out fleet containers like mad. I now have 9 more fleet containers than I started the game with and this is about 9 more than I want to have due to upkeep costs. Is there a way to crank down on the number of these containers? Hell, I'd rather have ships instead of containers, but I'd go with no ships and no fleet containers being levied if I had to.

3) I thoroughly trounced Austria in a border war over Polish provinces. They surrendered to me, as Russia, but when I forced a treaty on them they rejected it! I am now stuck not being able to to DOW them again, even tho no treaty exists enforcing a peace. I also lost out on my provincial pick as well as other clauses.

The same turn I sent them the treaty to ratify, they declared for empire. I don't know if they is why they were able to reject my treaty, but it SUCKS! I should have been able to gain something for giving up the 300,000 Austrian POW's that I'd accumulated during the war.

Grand_Armee
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RE: v1.2.17 Beta Now Available

Post by Grand_Armee »

ORIGINAL: Khornish

I've been playing 1.2.17 all weekend and have noticed a few things. I've not played previously, so if these are already known from previous builds, then please bear with me.

1) Do to my fatty fingers, I hit the backspace key at the beginning of one of my turns after loading a saved game. I received messages to the effect that orders were being deleted, as they should be now that this has been added as a feature. Unfortunately, I'd not given any orders, so the messages were for the AI's orders. Now, I don't know if this was actually changing what the AI had done, but I did get the messages. Lots of cancelled troop movements.

Answer: This is a feature so that you can undo orders/mistakes. However, it happens in oreder from the last move you made.

2) My poor economy, as Russia, is getting hammered by my feudal levies... vis a' vis Livonia is pumping out fleet containers like mad. I now have 9 more fleet containers than I started the game with and this is about 9 more than I want to have due to upkeep costs. Is there a way to crank down on the number of these containers? Hell, I'd rather have ships instead of containers, but I'd go with no ships and no fleet containers being levied if I had to.

Answer: I don't think these are feudal levies. I've never seen feudal levies build fleets. Have you turned on your development advisor? I tried using my development advisor as Prussia back with version 1.0 and he built 3 fleets that I had nothing to put in. My advice...don't trust an advisor to control things that are important to you.

3) I thoroughly trounced Austria in a border war over Polish provinces. They surrendered to me, as Russia, but when I forced a treaty on them they rejected it! I am now stuck not being able to to DOW them again, even tho no treaty exists enforcing a peace. I also lost out on my provincial pick as well as other clauses.

Answer: When you force a surrender treaty on a nation, at the bottom of your treaty screen it says how many points that your losing opponent must accept. If you go over that number of points they won't accept your treaty.


The same turn I sent them the treaty to ratify, they declared for empire. I don't know if they is why they were able to reject my treaty, but it SUCKS! I should have been able to gain something for giving up the 300,000 Austrian POW's that I'd accumulated during the war.


I hope I've been of some help.
Khornish
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RE: v1.2.17 Beta Now Available

Post by Khornish »

<<Answer: This is a feature so that you can undo orders/mistakes. However, it happens in oreder from the last move you made. >>

Yup, except I was able to undo the AI's orders in addition to my own. At least I received the message that the order for another country's troops were being undone.

<<Answer: I don't think these are feudal levies. I've never seen feudal levies build fleets. Have you turned on your development advisor? I tried using my development advisor as Prussia back with version 1.0 and he built 3 fleets that I had nothing to put in. My advice...don't trust an advisor to control things that are important to you.>>

I don't have any advisors turned on at all. I micro manage it all. I double checked to make sure I'd not accidently clicked anything, but no, I'm clear of having made such an error.

The fleet containers are being built by my province, but not under my orders and I can't get rid of them, there's no disband button for a container. It ruined my game as I was paying out 165 money a turn for 11 fleet containers when I only wanted 2 of em. This caused me to go bankrupt in 6 months time and my armies suffered huge attrition losses as I couldn't supply them during their siege actions.

<<Answer: When you force a surrender treaty on a nation, at the bottom of your treaty screen it says how many points that your losing opponent must accept. If you go over that number of points they won't accept your treaty. >>

Yup, I got that part. The treaty was for 4050 points out of 4500. They rejected the treaty and I didn't get to offer a different one as the surrender points were cleared.
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ericbabe
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RE: v1.2.17 Beta Now Available

Post by ericbabe »

ORIGINAL: Khornish
1) Do to my fatty fingers, I hit the backspace key at the beginning of one of my turns after loading a saved game. I received messages to the effect that orders were being deleted, as they should be now that this has been added as a feature. Unfortunately, I'd not given any orders, so the messages were for the AI's orders. Now, I don't know if this was actually changing what the AI had done, but I did get the messages. Lots of cancelled troop movements.

I'll take a look.


2) My poor economy, as Russia, is getting hammered by my feudal levies... vis a' vis Livonia is pumping out fleet containers like mad. I now have 9 more fleet containers than I started the game with and this is about 9 more than I want to have due to upkeep

Are they showing up under the feudal-levy messages in the Events Reports? (There was a bug like this a few versions back, but I thought we'd fixed it.)

3) I thoroughly trounced Austria in a border war over Polish provinces. They surrendered to me, as Russia, but when I forced a treaty on them they rejected it! I am now stuck not being able to to DOW them again, even tho no treaty exists enforcing a peace. I also lost out on my provincial pick as well as other clauses.

Did you include a third-party in the treaty? That's typically the only way that a terms of surrender (TOS) treaty can be rejected.




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jimwinsor
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RE: v1.2.17 Beta Now Available

Post by jimwinsor »

It could also be rejected if you did not include the "This is a Surrender" clause. Thats a rookie mistake I made my first game.
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Russian Guard
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RE: v1.2.17 Beta Now Available

Post by Russian Guard »

Are they showing up under the feudal-levy messages in the Events Reports? (There was a bug like this a few versions back, but I thought we'd fixed it.)

I play Russia almost exclusively and have seen this in a number of my campaigns. Livonia pumps out a half dozen Fleet containers that are useless and drain both the economy in general and Textiles in particular (when built). I am 90% sure they did not appear in the levy messages; at least not reported as Fleet containers.

Forgot - have seen this as recently as 1.2.17



Khornish
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RE: v1.2.17 Beta Now Available

Post by Khornish »

ORIGINAL: jimwinsor

It could also be rejected if you did not include the "This is a Surrender" clause. Thats a rookie mistake I made my first game.

Nope, that clause was in there. Had it not been, then I would have been able to dictate terms once the flawed treaty was rejected. Also, I'd not know the points spent towards the surrender terms unless that clause was included.
TexHorns
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RE: v1.2.17 Beta Now Available

Post by TexHorns »

As an aside to this discussion, about the 300,000 pow's: I am now disbanding pows as soon as I get them to prevent them from being recaptured and to prevent them from being returned and used against me later. I like the MTW mechanic of ransoming prisoners back to their country, with the country having the option of paying for them or losing them. As it stands now there is no incentive to keep pows, so I disband them.

Maybe Eric can comment as to whether he intended pows to be able to be disbanded.

Also, is disbanding akin to paroling them and sending them home, or lining them up against a wall?
We're gonna dance with who brung us.
garoco
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RE: v1.2.17 Beta Now Available

Post by garoco »

I a game solo against IA, I had storaged all the pow of Sweden but in amount incredible, when Sweden surrender me, they pay about of 8000 points of surrender´s treaty. (ver 17)
Nice [:D][:D][:D]
TexHorns
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RE: v1.2.17 Beta Now Available

Post by TexHorns »

garoco, are you saying that if you KEEP the prisoners you get more surrender/treaty points than if you disband them? If that is true then there IS an incentive to keep them. Eric can you verify this?
We're gonna dance with who brung us.
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ericbabe
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RE: v1.2.17 Beta Now Available

Post by ericbabe »

ORIGINAL: TexHorns

As an aside to this discussion, about the 300,000 pow's: I am now disbanding pows as soon as I get them to prevent them from being recaptured and to prevent them from being returned and used against me later. I like the MTW mechanic of ransoming prisoners back to their country, with the country having the option of paying for them or losing them. As it stands now there is no incentive to keep pows, so I disband them.

Maybe Eric can comment as to whether he intended pows to be able to be disbanded.

Also, is disbanding akin to paroling them and sending them home, or lining them up against a wall?

I'll remove the ability to disband POW's.
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RE: v1.2.17 Beta Now Available

Post by carnifex »

As an aside to this discussion, about the 300,000 pow's: I am now disbanding pows as soon as I get them to prevent them from being recaptured and to prevent them from being returned and used against me later.

You don't need to disband them. They can't be freed if they're in your territory. Just plop them down in any of your provinces or protectorates.
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