Update on TCP/IP/LAN and next patch
Moderators: Joel Billings, JanSorensen
- Joel Billings
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RE: Update on TCP/IP/LAN
We made very good progress today. We had a major problem that was keeping us from experiencing the progress that has been made over the past 2 months. That problem was fixed today, and suddenly the game seems to be in pretty good shape. Up to this point we had only been testing 2 player games, but today once the problem was fixed, we tried a 3 player test and it worked pretty well. There were only a few minor problems experienced in 3 player mode that aren't showing up in 2 player tests. We're not done yet, but we're much closer. We're hoping to be have a solid version that we can put through a 5 player test by this weekend. If this happens (a big if), we might not be far away from being able to post a public beta version. I'll try to post an update next week to let you know our progress.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
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RE: Update on TCP/IP/LAN
hows the updating going for the tci/icp lan connection.are the two player tests are up yet.please respond.
- Joel Billings
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RE: Update on TCP/IP/LAN
We have been able to test 2 player. We have about 10 2 player (non-AI involved) bugs that we're working on at the moment. We hope those will be taken care of today or tomorrow. We then have a few known bugs to be fixed for games of more than 2 players. If we get those fixed, we'll probably release a beta version to the public and then go back and fix the few items having to do with the AI in online play (and clean up and polish the new info windows we've added). We want to get the public beta posted very soon, however the bug crunching on this has consistently taken longer than expected.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Update on TCP/IP/LAN
Excellent work! Thank you for making online play happen.
Where is that smoke coming from?
- Joel Billings
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RE: Update on TCP/IP/LAN
Keith thinks he now has the game working ok for any number of players. Our outstanding bug list for the online version has 10 items, only 5 of which are important. If the recent fixes check out ok, we hope to do a major test this weekend. If all goes well, we might have something to post publicly by sometime next week.
We also plan on releasing the lastest database changes (and hopefully changed auto victory rules as well in the online public beta). That way, you'll be able to test the online game and also test the latest balance changes during normal play (AI or PBEM). This will give us some feedback on the balance changes before we release another official patch.
We also plan on releasing the lastest database changes (and hopefully changed auto victory rules as well in the online public beta). That way, you'll be able to test the online game and also test the latest balance changes during normal play (AI or PBEM). This will give us some feedback on the balance changes before we release another official patch.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Update on TCP/IP/LAN
grwat! I look forward to testing the tcp/ip version with everyone! 

- Joel Billings
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RE: Update on TCP/IP/LAN
We ran two 5 player tests over the weekend. By the second one the game was in good enough shape that we were able to find some new bugs. We found about 5 major play bugs, with all but 1 of them being fixed as of yesterday. We still have around 10 bugs that we'd like to fix before we post a public beta (one of which is very bad but we can't get it to happen consistently). In a few days Keith has to switch off the project for at least a week or two. I think by early next week we will post what we have as a public beta, if only to get the data changes out to the public so we can get some feedback on those. I can't say yet whether the online game will be worth playing at that point or will still have a few major bugs that we'll have to fix when Keith can get back onto the project.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
- Joel Billings
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- Joined: Wed Sep 20, 2000 8:00 am
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RE: Update on TCP/IP/LAN
More good fixes went in this week. We also settled on the data and play balance changes we're going to put into the game this round. I expect that a public beta version will be posted late next week as we expect to release it to Matrix by the middle of next week. We will do this even if the online game is not in great shape. We'll warn you whether we think it will work ok, or if we expect it will still have serious problems. In which case at least you'll still be getting all of the game data/rule changes which should work fine offline and if you have the time you can help us find problems with the online game.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Update on TCP/IP/LAN
great to hear that!!
btw, just wonder whether theres any rule changes re: surrender conditions of italy.
AN
btw, just wonder whether theres any rule changes re: surrender conditions of italy.
AN
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RE: Update on TCP/IP/LAN
There are no planned changed to the Italian surrender. The WA early invasion capability is planned to be rather severely lowered which means invasion Italy in 1940 is much less likely.
What did you have in mind though?
What did you have in mind though?
RE: Update on TCP/IP/LAN
well, im no WWII historian. but imo, taking both north and south italy sounds like a more reasonable condition for italy's surrender than the current condition.
as i dont think the italy govt will be really alarmed if tripoli (?) and sicily are in WA hands, but they will be scared to death if rome falls.
but more often than not, italy surrender when southern italy, tripoli (?) and sicily are in WA hands but with northern italy (together w/ rome) firmly held by the axis. and most likely the WA troops will flee after the surrender ... and GER has to say goodbye to the italian navy[X(] ... im not sure to call this a gambit (as the game is coded exactly this way) but it just doesnt make perfect sense to me.
but im sure someone will disagree ...
AN
as i dont think the italy govt will be really alarmed if tripoli (?) and sicily are in WA hands, but they will be scared to death if rome falls.
but more often than not, italy surrender when southern italy, tripoli (?) and sicily are in WA hands but with northern italy (together w/ rome) firmly held by the axis. and most likely the WA troops will flee after the surrender ... and GER has to say goodbye to the italian navy[X(] ... im not sure to call this a gambit (as the game is coded exactly this way) but it just doesnt make perfect sense to me.
but im sure someone will disagree ...
AN
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RE: Update on TCP/IP/LAN
Well, the Italians did surrender prior to all of Italy being taken - and with Italy only having 2 provinces thats hard to simulate other than how its done. If you required for both parts to be taken Italy would be more reluctant to surrender than Japan - and that wouldnt feel right either. So I guess no solution could be perfect.
I am no historian either - but I found this page giving a rough outline: http://www.regiamarina.net/timeline/1943/1943_us.htm
Based on that I find that the current surrender conditions appear to be very correct. The Italians simply folded almost as soon as the Allied landed on the mainland of Italy.
I am no historian either - but I found this page giving a rough outline: http://www.regiamarina.net/timeline/1943/1943_us.htm
Based on that I find that the current surrender conditions appear to be very correct. The Italians simply folded almost as soon as the Allied landed on the mainland of Italy.
RE: Update on TCP/IP/LAN
[:)] Only want to say I am looking forward to play this game TCP/IP.
I hope you get many new customers with your on going support of your games.
Thank you very much!
I hope you get many new customers with your on going support of your games.
Thank you very much!
RE: Update on TCP/IP/LAN
Jan: thx for the info. the italian folded long b4 the allied reach rome ... and the italian navy went for a big run to malta to surrender to the allied shortly after italy's surrender.
AN
AN
RE: Update on TCP/IP/LAN
Well... I'm not sure you'll accept, but I would love to help in any form of testing.
I'd really like to see TCP/IP up, and then in the future a way to speed up the game, or maybe a way to save it and have all the players come back the next day to play a few turns.
Lastly, I am wondering if in your testing you have noticed any balancing issues caused by the heightened speed and urgency.
I'd really like to see TCP/IP up, and then in the future a way to speed up the game, or maybe a way to save it and have all the players come back the next day to play a few turns.
Lastly, I am wondering if in your testing you have noticed any balancing issues caused by the heightened speed and urgency.
- Joel Billings
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- Joined: Wed Sep 20, 2000 8:00 am
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RE: Update on TCP/IP/LAN
Another quick update. We've been delayed another few days due to finding a few last minute bugs with the save game. Hopefully we can fix that up tomorrow and send a version by Monday that Matrix can post as the public beta. Sorry for the additional delay. We've settled on all of the data changes for the patch so I though you might want to see what's in this patch aside from the online game. Here's the list from the readme file:
1. Bug Fix - It is no longer possible to expend accumulated research points during the movement phase.
2. Bug Fix - Fixed bug so now Commonwealth and/or Canada at war with Japan will cause US entry into the war (used to be just UK would cause this).
3. Rule Change – Section 12.4 (Axis Automatic Victory) is changed to read: If at the end of the Western Allied player turn, Axis production is ever equal to or greater than 70, and one of the following 3 conditions exist, 1) Axis control Moscow 2) Axis control England 3) Axis control both Leningrad and Stalingrad, then the game ends immediately and the Axis win a Decisive Victory.
4. Rule Change – Section 12.5 (Allied Automatic Victory) Allied Automatic Victory is now only checked at the end of each Western Allied player turn.
5. Rule Change – (Section 3.2.6) There is no longer a requirement to garrison East Prussia to avoid unfreezing Soviet Frozen zones.
6. Rule Change – (Section 3.2.6) If Southern Persia is attacked by the Axis, the Western and Central Russian zones that are politically frozen will be unfrozen.
7. Rule Change – (Sections 4.1.1 and 4.1.2) Changed it so that if Tibet is attacked by the Allies, it will convert to German control (used to be Japanese).
8. Rule Change – Section 9.8 (Special Militia Mobilization) Japanese militia are now generated in the amount of 3 times the Population Level of the area instead of one times the PL.
9. Rule Change – Section 12.8 (Scenario Time Limit Victory Conditions) – The Allied production ratios required for the different victory levels have been changed. The new values are 50 times (5000%) for a draw, between 10.01 and 49.99 times (1001% and 4901%) for an Axis Marginal Victory, and 10 times (1000%) for a Decisive Axis Victory.
10. Rule Change – Section 9.1.1 (Factory Points Multiplier) Changed the multiplier x3 US (when at war before Winter 1943) to x2.
11. Data Correction – The Gulf of Mexico is now correctly considered adjacent to Greater Antilles.
12. Data Correction – Corrected 2 typos in the Japanese AI production data file that could have caused mistaken production priorities.
13. Data Changes - Changed Spanish army from 5 Inf/1 Art to 4 Inf/2 Art/3 Mil.
14. Data Change - Added 1 Militia to Swedish army.
15. Data Change - Added 2MP borders to several borders around Afghanistan, Caucasus, Eastern Bearing Sea, Eastern Gulf of Alaska, and South China Seas.
16. Data Change - Changed Turkey to 2 infantry and 2 militia. Changed Istanbul to 3 infantry and 1 militia.
17. Data Change – In the 1940 and 1941 scenarios, moved 3 WA transports from the South Atlantic South American coast to the Pacific along the coast of Mexico/Central America.
18. Data Change - Lowered WA transport amphib capacity by 1 in all scenarios. Increased amount spent on researching WA transport amphib capacity at start of all scenarios by 6.
19. Data Change – The World Standard for Fighter Land Attack has been reduced to 1 and the World Standard of Fighter Evasion has been increased to 7.
1. Bug Fix - It is no longer possible to expend accumulated research points during the movement phase.
2. Bug Fix - Fixed bug so now Commonwealth and/or Canada at war with Japan will cause US entry into the war (used to be just UK would cause this).
3. Rule Change – Section 12.4 (Axis Automatic Victory) is changed to read: If at the end of the Western Allied player turn, Axis production is ever equal to or greater than 70, and one of the following 3 conditions exist, 1) Axis control Moscow 2) Axis control England 3) Axis control both Leningrad and Stalingrad, then the game ends immediately and the Axis win a Decisive Victory.
4. Rule Change – Section 12.5 (Allied Automatic Victory) Allied Automatic Victory is now only checked at the end of each Western Allied player turn.
5. Rule Change – (Section 3.2.6) There is no longer a requirement to garrison East Prussia to avoid unfreezing Soviet Frozen zones.
6. Rule Change – (Section 3.2.6) If Southern Persia is attacked by the Axis, the Western and Central Russian zones that are politically frozen will be unfrozen.
7. Rule Change – (Sections 4.1.1 and 4.1.2) Changed it so that if Tibet is attacked by the Allies, it will convert to German control (used to be Japanese).
8. Rule Change – Section 9.8 (Special Militia Mobilization) Japanese militia are now generated in the amount of 3 times the Population Level of the area instead of one times the PL.
9. Rule Change – Section 12.8 (Scenario Time Limit Victory Conditions) – The Allied production ratios required for the different victory levels have been changed. The new values are 50 times (5000%) for a draw, between 10.01 and 49.99 times (1001% and 4901%) for an Axis Marginal Victory, and 10 times (1000%) for a Decisive Axis Victory.
10. Rule Change – Section 9.1.1 (Factory Points Multiplier) Changed the multiplier x3 US (when at war before Winter 1943) to x2.
11. Data Correction – The Gulf of Mexico is now correctly considered adjacent to Greater Antilles.
12. Data Correction – Corrected 2 typos in the Japanese AI production data file that could have caused mistaken production priorities.
13. Data Changes - Changed Spanish army from 5 Inf/1 Art to 4 Inf/2 Art/3 Mil.
14. Data Change - Added 1 Militia to Swedish army.
15. Data Change - Added 2MP borders to several borders around Afghanistan, Caucasus, Eastern Bearing Sea, Eastern Gulf of Alaska, and South China Seas.
16. Data Change - Changed Turkey to 2 infantry and 2 militia. Changed Istanbul to 3 infantry and 1 militia.
17. Data Change – In the 1940 and 1941 scenarios, moved 3 WA transports from the South Atlantic South American coast to the Pacific along the coast of Mexico/Central America.
18. Data Change - Lowered WA transport amphib capacity by 1 in all scenarios. Increased amount spent on researching WA transport amphib capacity at start of all scenarios by 6.
19. Data Change – The World Standard for Fighter Land Attack has been reduced to 1 and the World Standard of Fighter Evasion has been increased to 7.
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Update on TCP/IP/LAN
good to see the patch is coming closer and closer!!
nice to see the new victory conditions in #3 & #9 (although the axis still need to hold till Fa46, nomatter when US DOW) and incentitive for JP to attack earlier (#10).
great to see the fighter-bomber issue got fixed by #19, but would be delighted to see similar action on infantry EV and ATT (hope u can feel my pain for facing 35+
9-10 "captain america" units by Wi45) ...
anyway, im generally happy with the new changes.
AN
nice to see the new victory conditions in #3 & #9 (although the axis still need to hold till Fa46, nomatter when US DOW) and incentitive for JP to attack earlier (#10).
great to see the fighter-bomber issue got fixed by #19, but would be delighted to see similar action on infantry EV and ATT (hope u can feel my pain for facing 35+
9-10 "captain america" units by Wi45) ...
anyway, im generally happy with the new changes.
AN
RE: Update on TCP/IP/LAN
Sounds great. I eagerly await...
I have been kicked out of the Matrix Games forums because I can not control my mouth and at times act like a complete ass.
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RE: Update on TCP/IP/LAN
a511: #8 should help the Axis survive quite a bit longer - innocent looking as it may be.
RE: Update on TCP/IP/LAN
I heart you 
8 means 2 to 4 more turns and no more half hearted invasions working.
Well this looks amazing. I am loving it. I can't wait.
Is the TCP/IP also going to be included (just checking)?

8 means 2 to 4 more turns and no more half hearted invasions working.
Well this looks amazing. I am loving it. I can't wait.
Is the TCP/IP also going to be included (just checking)?