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Visualizzazione post con etichetta patch. Mostra tutti i post

sabato 18 maggio 2013

Nuova Patch per Command Ops

E' stata rilasciata la patch 4.4.263 per Command Ops; ecco il change log:

V4.4.263 – May 17, 2013

Changes

• Removed some redundant asserts from the debug version
• Fixed crash in ScenMaker due to units not having estab associated
• Fixed crash when SaveFileLoc.cfg is not available. This normally manifested in Win 8 OS.).


V4.4.262 – May 10, 2013

Changes

• Enable units that are retreating and retreat recovering to surrender. Previously, this was restricted to routing, and rout recovering units. Though for retreating and retreat recovering units the enemy must be nearby and they must have been engaged within the last two minutes. This ensures surrounded units surrender in a reasonable time.
• Remove the formation aspect modifier from the fire routines where the range is very close. If covered terrain then reduce the effect. This addresses the issue where a low strength unit never dies (as per Daz's M8 recon units).
• Allow player assigned HHour for attacks to slip automatically during planning process if the earliest possible HHour is later than the assigned one. This ensures the attack is not abandoned because of insufficient time to get to the FUP.
• Added HHour Slipped report to advise the player where the HHour has been automatically slipped in planning.
• Ensure that assaults are not cribbed where the player has assigned a HHour. This assists the player to manually coordinate attacks.

V4.4.261 – April 15, 2013

Changes

• Ensure HHour of player orders are not slipped if the player sets the HHour.
• Ensure that the End time of a player order is not slipped if the player sets the HHour and it is still active.
• End times for Bombard and Fire tasks are now correctly set.
• Converted all HTTR Ex Pack data to be compliant with patch.




V4.4.260 – April 9, 2013

Changes and Fixes

• Ensure that StartAtDelayType is passed down through all scheduling code. This prevents attacking forces from waiting at the start of their FUP Reorg. Note this anomaly only affected attacks ordered by human players and did not apply to AI launched attacks.
• Increase max tick count of routes. This addresses Assert at MapVisitTable.cpp 328
• Use PodDoubles to eliminate data overflow inside ScenDump::ModifyPayloadSupplyQuantities(). Fixes assert at PodFloat.inl, line 277.
• Decreased the probability of supply lines being cut.
• Players' orders are disabled while Terrain Tables are recalculated. Player (or players, if it's a multiplayer game) is notified of this via a High Priority report. While the player can't issue any new orders, it is allowed to inspect units and tasks data. Once the Terrain Tables have been stabilizied and all on-going tasks adjusted accordingly, the player is notified that further orders can be issued. This fixes potential crashes after crossings are upgraded or degraded.
• Revised the handling of user-defined H Hours when mission plans are generated and slip to ensure task timings are consistent.
• Fixed a check on user-defined H Hours which under certain conditions deemed a player order with a feasible plan to be unfeasible due to timing constraints.
• Improved task duration estimation for all orders involving movement and assaults.
• H Hour Auto checkbox disabled once assaults are underway.
• Threat assessments for HQs and support units are now ignored if the Bypass option is unchecked on the order settings.



V4.4.259 – March 28, 2013

Changes and Fixes

• Handle cases inside PlanMove where the Route is recalced (because of a slip plan) and the subject is located on the route but not at the start. This ensures that the force does not try and go back to the start of the route. Addresses assert at ScenCommonAI line 7952.
• Handle cases where a force with a delay mission bunkers down and then reassesses, having no blocking tasks. It now will force replan if the bossTask was not a delay or it will abandon its plan if the bossTask was a delay. This addresses assert at TaskDoctrine.cpp, line 7930.
• Ensure that objective Tasks that have already started and whose HHour is not set do not try and slip their HHour even if the bossHHour and bossStart are slipped. This addresses assert at ScenTask 2220.
• Ensure that PlanAttack:AdjustAdvanceRoute() caters for cases where the subject starts on the truncated approach route and therefore doesn't need a join route. This addresses assert at ScenCommonAI 7952.
• Ensure that PlanAttack::DevelopScenarioEndQuickAttack() will not call GetValues() on the attackFG if it not populated. Addresses assert at ScenForceGroup.cpp, line 1070.
• Ensure that the missionTask Hhour is not updated inside PlanAttack::ConfirmTimings() when plans are slipped if the HHour is self assigned. This addresses assert at PlanAttack.cpp, line 5198.
• Ensure that where a unit does not have a current task inside WillRedeployFirebase() that it does not try to call GetPlanningParams(). This addresses access violation st ScenTask 7094.
• Ensure that the plan subject is valid before trying to access its type inside GetIndirectAvailableOnCallSupport(). This fixes a crash that occurred at ScenForceGroupUtils line 378.
• Ensure MapSearchParams is thread safe so that the UI and AI threads can safely calc routes at the same time. This fixes a nasty CTD that can occur when placing multiple waypoints while the game is running fast.
• Ensure that CalcInitialFrontageAndDepth() calls CullSupplyAndFirebasingUnits() so that the frontage and depth excludes the personnel from bases and long range arty.
• Ensure that inside MustWaitForUnitAhead()it only ignores the unit ahead if it has a different task type and is waiting on a receive orders event. This prevents unnecessary formation lockups.
• Added new feature to EstabEditor that enables the user to select the image file for a Side, Nation, Service, Vehicle or Ammo using a standard file requester dialog.
• Added new feature to EstabEditor that displays the name of the opened estab xml document in the title bar.
• Mods to the Estab XML schema to support the change from IDs to actual file references for estab images
• Modify the conversion code for estab databases to automatically convert new estab image file references.
• Modify the EstabManager's XML import and export code to handle new estab image file referencing.
• Added new feature to MapMaker to import and export MapEffects data using CSV spreadsheet file format. This allows the scenario designer the power to compare and edit the different effects for all terrain layers in a spreadsheet table format.
• Ensure that the path finding code is thread-safe. This avoids corrupting data when players assign tasks to forces while the game is running.
• Fixed bug in LOS tool that sometimes displayed location as visible when they were not visible due to intervening terrain.
• Changed LOS tool so that elevation profile lines always point up to the top of the screen.
• Changed LOS tool by reducing scale of elevation profile lines. Improves visualization where there are big differences in elevation.



V4.4.258 – March 4, 2013

Bug Fixes

• Ensure subGroup not added twice when generating right echelon formation. Fixes assert at ScenForceFormation 2612.
• Add extra test to assert at PD 3759 to handle cases where a unit requests extra time to slip its plan and where the boss abandons its plan in the process.
• Ensure that AssessForSubAttacksWhoseReorgsCanBeBroughtForward() aborts cleanly if the force is waiting to receive orders from boss aand has already curtailed the missionTask end. Addresses assert at TaskAttack line 1727.
• Ensure that static arty units assigned to their own mission plan within the onMapBoss's OpPlan are searched when calling GetAvailableOnCallSupport(). This ensures that they get a chance to fire if not in direct support of a particular mission.
• Ensure that dateTimes are validated for local settings.
• Ensure that cases where no valid route can be generated are handled properly throughout the assessment functions.
• Remove and prevent UI loopbacks that were causing task changes not to stick while the game was paused.
• Added new code to assess for stalled moves that will either wait, bypass, or replan depending on a number of factors like are there any subordinates attacking, can we bypass effectively. In the process overhauled the AssessBypass() and ensured that the caution factor was increased each time a bypass attempt was made thus making it more likely the force would select a route that avoided the enemy.
• Added new unit log messages, and player reports for stalled moves.
• Fixed bug inside MustWait() that was allowing filler units to move off even though the unit ahead of them was still receiving his move orders. This should fix cases where support units charge off on their own ahead of the main body.
• Ensure that the nextRouteIndex and nextRouteLoc are used consistently throughout the formation movement code. This avoids formation lockups.
• Ensure that units don't request emergency re-supplies of ammo for which they have no weapon left that can use that ammo type.
• Revise the cap on emergency re-supply ammo qty, ensuring that units get at least something. These two fixes prevent the never ending loop of units requesting emergency ammo that they don't need and also of not getting ammo they do need.
• Ensure that when creating a new route that all exiting waypoints are cleared. This fixes a bug that wasn't clearing the interim waypoint and adding it to the new route, even though it shouldn't.
• Ensure that routing and recovering units do not try and create a new route if they reassess their task. This could see a routing or recovering unit heading back to its objective before it had recovered. This may explain some cases of units retreating toward the enemy.



V4.4.257 – February 15, 2013

Bug Fixes

• Ensure start and end times of advance to reserve task within an attack are maxed to timeNow + 1 min. This fixes assert at ScenTask 2137.
• Ensure that advance to FUP routes ignore truncation where the subject cannot join the approach route before the FUP. Addresses assert at FPRouteOutput.cpp, line 2222.
• Overhaul Formation code ensuring all formations cater for cases where the hub is a line unit. Also modified subGroup generation and offsets across the following formations - line, successive lines, vee, arrowhead, left and right echelon.
• Overhaul UI code for drawing task bounding boxes so that these more closely match the likely formation deployment area and ensure that when the user changes formation settings these are reflected even when the game is paused.
• Tweak the combat code, including reducing the area per man constants, tweaking the global accuracy settings (especially for close range and overlapping forces).
• Teak the reaction code, including decreasing rout threshold (thereby increasing likelihood of retreating), removed double counting of recent casualties, reduced suppression effects applied when retreating and routing in place and substituted instead a reduction in cohesion.
• Ensure attacks are aborted in the planning code if insufficient time. This fixes assert at PlanAttack 10515.
• Ensure that blown crossings are catered for inside the planning of Moves. Fixes assert at PlanMove 5283.
• Use doubles instead of floats to avoid data overflow when determining bombardment area for large caliber guns. Fixes assert at PodFloat 277.
• AutoSave now saves ten saved games every ten minutes. Once it gets to ten it overwrites the oldest one.



V4.4.256 – January 10, 2013

Bug Fixes

• Handle cases where eng unit cannot get any closer to the bridge but is still further than 100m. It now just constructs in place. This addresses FPAsset at SCAI line 8380.
• Upon disbandment ensure that only units whose current loc is passable to the disbanding unit's moveType are considered eligible to receive any disbanded vehicles. This fixes an assert at ScenRoute 1029.
• Ignore code within AllocateForcesToTasks() that tries to preallocated resources to nearby threatened objectives when allocating for attacks. This avoids line units being allocated to the reserve when the reserveLoc is near enemy. Fixes the single assault company issue.
• Restrict preallocation of nearby units to threatened objectives once the currShare of combat power exceeds the required priority share but only after scernario start +30 mins. This ensures that during the at start plan development cnearby units will be allocated even if this wouyld exceed the normal priority share allocation. After 30 mknutes reverts to normal.
• Fixed data overflow - ie number too big for the size allocated - inside ScenSupplyTransportEvent::DetermineLosses(). The code now uses PodDoubles rather than PodFloats. This addresses FPAssert at PodFloat 36.
• Reduced min and max range for routers from 1800-2700m to 1200-2100m.
• Ensure router use "safest" routes - ie stick to cover and avoid enemy firepower.



V4.4.255 – Dec 17, 2012

Overhauled Formation code

• Accounting for variable HubToFrontDistances. Previously set the hubToFrontDistance to hubDepth /2. But this was compressing the deployments where more than 50% of the force was forward of the hub, which was in most cases.
• Modifying the UI so the task bounding box which depicts the force occupied area now uses a hub based on a variable hubToFrontDistance. Because of the need to make this thread safe, changes made while the game is paused such as to task facing may not be reflected till the game starts running.

Bug Fixes

• Fixed issue that was preventing the game running under Windows XP by exluding certain system dependencies from the installer. These included COMDLG32.dll, DSOUND.dll, VERSION.dll and WSOCK32.dll
• Ensure that attack are called off due to lack of time if the shortfall exceeds the assaultDuration. ( PA 10835 )
• Fix Assert in DetermineSlippageResponse() to account for cases where the FUP has been terminated and its times all set to its start. ( MSP 5511 )
• Ensure attackSubHQs determined after independents in End of Scenario attack. ( PA 2343 )
• Ensure that all stored peripheral task force groups are factored into the unitCount inside VerifyPlanForceGroups() regardless of their status ( SMP 4097 )
• Modify Assert inside AssessForSubAttacksWhoseReorgsCanBeBroughtForward() to cater for cases where an attack is scheduled to start next minute while it's status is set to current. ( TA 1789 )
• Ensure that OnCallSpt forces subtracted from Independents before developing end of scenario attacks. This avoids the possibility of allocating the same unit to more than one current task - ie reserve and assault. ( SRF 16165 )
• Ensure that the start of concurrent tasks are not slipped if the sourceTask they are linked to is already current. This prevents continual slipping of complex tasks, where their starts are not coordinated. ( SMP 4228 )
• Prevent the allocation of a forceGroup subject to a task if it is not suitable. ( SFTTAR 4309 )
• Added new member to SlippageTask and modified slippage code to ignore End if nextTask is ignoring its start time. This ensures that linked tasks are slipped and cribbed correctly. ( SMP 4311 )
• Ensure that existing peripheral forceGroups are deducted from the CoreFG at the start of DevelopMissionPlan() ( SMP 4098 )
• Modified code inside TaskMove::ReassessOptions() to only Halt when under serious threat and not just because the unit is not making progress.
• Reduced probability of halting where unit is trying to move away from closest threat and the unit is not co-located with the closest threat.
• Where unit co-located with closest threat but is trying to move away, it will now retreat rather than halt.
• Remove LOS check inside CanFire() where a unit is passed in as unit will be from know visible threats. In other words stop double checking LOS. This ensures that a unit can have a chance to fire at a visible threat and reduced processing - excellent! In testing it increased the number of fire events by 70%.
• Increased range of routs from between 600 and 1200m to 1800 and 2700m
• Added code to give priority to covered terrain when retreating/routing.
• Extensive modification of Fire code both for APer and AArm fire to get more historical casualty results.
• Decreased the probability and quantum of surrenders that occur when a units routs.
• Fixed a number of access violations introduced in last build. ( SRF.inl 143 and PS 342 )
• Added new code to create IndDefendAtFUP task where a force is already at the FUP. It will now defend there till the main assault forces arrive and then it will join them in the FUPReorg and Assault. ( SCAI 7323 )
• Modified ConfirmTimings() for attacks to accomodate new IndDefendAtFUP task.
• Ensure that OnCallSpt forces subtracted from Independents before developing basic and complex attacks. this avoids the possibility of allocating the same unit to more than one current task - ie reserve and assault. ( SRF 16165 )
• Converted Estab files for both BFTB and COTA ensuring that all estab forces have their supplies, firepower counts and capabilities updated. This fixes a problem encountered in the COTA ExPack where bridging units had lost their constrcut bridge capability after the initial conversion.
• Doubled morale degradation for units low on supplies. Now such units lose around 30% morale per day. Cannot reduce below 20% for this purpose.
• Ensure the missionPlan is replanned in cases where the assault has ended and there is no final reorg task ( SPS 18063 )
• Ensure that a plan is not already in opPlan->pendingPlans before adding it. Ths avoid referenced corpse ( GameDiagnostic 1029 )
• Ensure that fuel vehicles from returning transport columns are not added as equipment to bases whose estab does not have any fuel vehicles. (SFGV 1378 )
• Ensure that independent advance to FUP and indepenedent defend at FUP tasks are properly linked as concurrent tasks. (PodDB 614 )
• Added code to check if the forces assigned to the advanceToFUP task are alreay near the FUP. If all are narby then the advanceToFUP task is killed off. If part, then the nearby forces are subtracted from its forceGroup and go on hold till the FUPReorg, leaving the rest to advance to the FUP. (SCAI 7323)
• Prevent face changing for assaulting units and those moving in road column
• Default the task settings for ArtyDirectFireOnly to true for attacks and probes
• Added the registrationTime to remainingDuration in bombardment events. This ensures that the arty unit fires for at least the specified number of minutes.
• Now cap maxSuppression to 75% for direct fire and to 85% for indirect fire when the target is in covered terrain.
• Reduced max registration times from 15 to 5 minutes and increased the range denominator from 200 to 500. Rego time = min( 5, range / 500 ). The overall effect is to reduce registration times for arty fire. Fatigue and training can increase time by up to 56% to a max of 8 minutes.
• OnCallSpt bombardment duration now reduced if arty ammo level below 50%.
• Ensured suitability iterator updated before allocating resources to nearby objectives.
• Overhauled Halting code to reduce instances of halting.
• Fix crash inside ScenRoute when the taskLoc == leaveLoc and the effEndIndex is not adjusted correctly.
• Added new Scenario Statistics feature to ScenMaker.
• Added new Cull Inactive Units feature to ScenMaker.
• Culled Inactive units from all converted COTA scenarios.
• Turned off FPAssert at ScenPlanScheduling.cpp, line 14529. There still occurs from time to time cases where a support units will be left without an order for some as yet to be explained reason. They get new orders after replanning. Given the rarity of this and the difficulty in determining the cause I have opted to ignore it.
• Ensured the sort function CompareResourcesByAscendingSizeDescendingSuitability() has a valid comparitor when both resources are not suitable.
• Ditto for CompareResourcesByHQsAndDescendingSuitability().
• Fixed bug in Terrain Popup which was adding the base altitude to the spot height, which it should not have done.
• Ensured that Impassable Cliffs in the Malta map had zero move effect for motorised units.
• Rebuilt the Sidi Rezeh map to eliminate data corruption.
• Fixed bug in Debug version when autoStaffSupport selected for human player. Recompile of Tools and Game PCHs required.

New Features

• Added new AssessForStalledAttack() reassessment code. It now checks to see if an attack should be called off if subordinates are halting.
• Modified the code that prioritieses objectives. If a nearby enemy ( ie one within 3000m ) is closer to another objective then its values are reduced. This has the effect of reducing the amount of friendly forces assigned to friendly objectives and helps maintain momentum in an advance.

giovedì 16 maggio 2013

Rilasciato Lost Battles e nuova patch per WITE

E' stata rilasciata l'espansione Lost Battles per War in the East, assieme alla nuova patch. Sembra che la vita utile di WITE si sia prolungata rispetto alle aspettative, che lo volevano alla fine del suo sviluppo.

http://www.matrixgames.com/news/1079/War.in.the.East:.Lost.Battles.is.here!

Qui il change log della nuova patch:



"
V1.07.08– May 16, 2013

• New Features and Rule Changes

1. Formula Change - Greatly reduced the chance that a unit below its national morale will receive the die(10% of national morale) increase in morale.

• Bug Fixes

1. Fixed a bug that was allowing non-recon air groups to transfer to German Army Airbases (the new rule created in 1.07.07 was not working correctly).
2. Fixed a bug where the “Restore ground element upgrade paths” question was not showing up properly during Multiplayer games.

• Data and Scenario Changes

1. In games where the AI is playing the Axis side, the Soviet player will be asked whether to restore ground element upgrade paths per the change in version 1.07.07. Also, in games started with version 1.07.07 or later, the restore question will not be asked (as the upgrade paths have already been reinstated in the data).
2. Correction for the 1.07.07 readme:
Restored 2 ground element upgrade paths listed below (these are restored along with the German upgrade paths in existing games if the player answers yes to the question):
0299 Rifle Squad (Hungarian) to 0298 Rifle Squad (Hungarian)
0316 Rifle Squad (Slovakian) to 0315 Rifle Squad (Slovakian)




V1.07.07– April 29, 2013

• New Features and Rule Changes

1. New Rule - Only recon air groups may be transferred to German Army Airbases. No air groups may be assigned directly from the National Reserve to German Army Airbases.

• Data and Scenario Changes

3. Restored four German ground element upgrade paths listed below. In existing games, the German player will be asked once whether they wish to “Restore Ground Element Upgrade Paths”. If yes, then the upgrade paths below will be set, otherwise the ground elements will remain with no upgrade path and the player will not be asked again.
0081 Rifle Squad upgrades to 0082 Rifle Squad
0084 Pioneer Squad upgrades to 0085 Pioneer Squad
0094 Motorized Rifle Squad upgrades to 0096 Motorized Rifle Squad
0114 Fallschirmjager Squad upgrades to 0115 Fallschirmjager Squad
4. Corrected start date of the Soviet 42 Flamethrower Company (OB 383) from 5/42 to 7/42.
5. Minor changes to recently added German leaders.
6. Restored 2 ground element upgrade paths listed below:
0298 Rifle Squad (Hungarian) to 0299 Rifle Squad (Hungarian)
0315 Rifle Squad (Slovakian) to 0316 Rifle Squad (Slovakian)


V1.07.06– April 12, 2013

• New Features and Rule Changes

1. Rule Clarifications – HQ and airbase units do not receive the motorized bonus to national morale. Units do not gain morale while routed. Units may only gain morale outside of combat if their morale is less than 10 points above their national morale, or less than 50, whichever is greater.

• Bug Fixes

1. Fixed a bug that prevented a part of rule 9.1.1 from functioning correctly. Units that were below their national morale were not getting the chance to gain morale simply due to the fact that they were below the national morale. Now they get the chance, and if they go up (they must pass various checks), they will receive an increase of die(10% of their national morale), but not to exceed the national morale.
2. Fixed a bug that prevented Soviet players from being able to create new flak units at cities.


V1.07.04– April 4, 2013

• New Features and Rule Changes

1. Rule Change – Ground combat in a hex can no longer cause damage to a port in the hex.

• Bug Fixes

1. Fixed a bug that prevented Don to the Danube scenarios from being playable in Multiplayer.

• Data and Scenario Changes

Updated WitE Campaigns and many smaller scenarios
1. German airgroups updated to the latest versions of aircraft
2. Soviet partisan MPs zeroed out
3. Hungarian 39M Armored Car Factory removed


V1.07.03– March 15, 2013

• New Features and Rule Changes

1. Change in Save Game Structure – Games that are saved using a 1.07.00 version or later are saved in such a way that they may only be loaded successfully by a 1.07.00 or later version. This change was made to eliminate the potential of players using earlier versions of the game to take advantage of possible exploits..
2. New Rule – The maximum MPs for Soviet Tank and Motorized Divisions in 1942 are 25.
3. AI Improvements – Made several AI adjustments, including improvements to the AI’s line forming function, improvements to its use of support units (getting them out of rear HQ’s and into active HQs), and improvements to its overuse of counterattacks that put the AI’s units in dangerous situations.

• Bug Fixes

1. Fixed a bug that allowed fort units to attach an unlimited number of construction support units.
2. Fixed a rare AI bug that could cause units from both sides to temporarily occupy the same hex.
3. Fixed a bug that could prevent a destroyed German unit from returning to the game to be rebuilt.
4. Fixed a bug that could prevent the save game screen from closing when the ESC key was pressed.
5. Fixed a bug with the set production usage interface in the editor screen.
6. Fixed a bug with highlighting of Soviet Corps breakdown units.
7. Fixed a bug that caused an attempt to build a Gun Artillery Division in 1943 to instead build a Heavy Artillery Division.

• Data and Scenario Changes

1. Changed frontal armor of IS-1 and early IS-2 and side armor of IS-3.
2. Corrected the Italian Labor Squad’s speed and size and the SU-76’s fuel use.
3. Corrected the availability date of several Soviet leaders to June 1941. These leaders are commanding Corps in June 1941 but were incorrectly listed in the game data as not being available until later.
4. Corrected the missing build cost for Rumanian, Hungarian and Soviet Labor Squads.
5. Changed 41b Tank Division end date to 12/41.

"

martedì 19 marzo 2013

lunedì 11 marzo 2013

Rilasciata megapatch per War in the East

Oggi Matrix Games Ha rilasciato una nuova mega patch per Gary Grigsby War in the East;

http://matrixgames.com/products/372/downloads/

ecco il change log:

V1.06.27 – March 11, 2013

• New Features and Rule Changes

1. Production Change – Size 0 factories will now expand if they are past their start date.
2. Formula Change – Adjusted the way staging bases are selected for providing ground support aircraft to ground battles.
3. Editor – Improved the Upgrade all OB function. This function should be used only at the beginning of building a scenario (once the unit list has been created), as it often requires units to be rebuilt.
4. AI Improvement – Made a small improvement in how the AI builds lines in small scenarios.
5. PBEM - A possible exploit in PBEM games was identified and removed from the game. We suggest players use the latest version when playing PBEM.

• Bug Fixes

1. Fixed a bug causing the end game screen not to appear properly in small scenarios.
2. Fixed a bug where destroyed German units that were rebuilt were coming back with 10 less morale than they should have.
3. Fixed a bug where the CSV export could get corrupted if a name field is at the maximum value of 40 characters.

Data and Scenario Changes

1. Red Army Resurgent 42-43 Scenario - Corrected the starting MPs of the 1st Gds Mech Corps by setting it to 0 as the unit is frozen at the start.

V1.06.25 – December 28, 2012

• New Features and Rule Changes

1. Rule Change – Frozen support units are now reset during the logistics phase so they are not frozen. The intention is that support units should not be frozen.
2. Rule Change – Soviet factories no longer rise to their build limit on the turn they become active. Axis were already not rising starting with version 1.06.22. Both Soviet and Axis factories will not increase in size before their start date.

• Bug Fixes

1. Fixed a bug where Unready/depleted support units were not filtered correctly in the CR screen.
2. Fixed a bug in the data table for the support needs of certain ground element types. Heavy AT Guns now require 10 support (instead of 0), Light AT Guns require 2 support (instead of 0) and Heavy Infantry Guns require 12 support (instead of 1). These numbers are the amount of support required by 10 elements of the given type of ground element.
3. Fixed a bug where in some cases, mouse clicks on certain areas of the CR screen were not being recognized.
4. Fixed a bug where the number of available support units was not always displayed correctly (when assigning/forming support units).
5. Fixed a rare crash bug caused by using the Prev TOE(OB) option in the TOE window.
6. Fixed a bug that could cause prevent fighters from flying escort for air transport missions.
7. Fixed a bug causing the Demjansk scenario, and possibly other very small scenarios to end prematurely.

• Data and Scenario Changes

1. Made minor corrections in the wrob.dat and wrdevice.dat files to improve the flow of production into units.


V1.06.23 – December 16, 2012

• New Features and Rule Changes

1. Rule Change - Generic factories (ARM, HI, etc) with a non zero build limit and with factory size above it were being reduced to the build limit starting with version 1.06.22. Now, these factories are not affected by the reduction rule added in 1.06.22.
2. Formula Change – Adjusted Dive bombers accuracy when bombing cities.
3. Formula Change - Adjusted night bombing accuracy.
4. Formula Change - Adjusted city bombing routine.

• Bug Fixes

1. Fixed a bug where aircraft factories above the build limit were not being reduced to the build limit as intended by the changes in 1.06.22.
2. Fixed a bug where Soviet numbered air armies could get renamed.


V1.06.22 – November 29, 2012

• New Features and Rule Changes

1. New Rule – Air transport missions may only be flown by air groups that are located on airbases within 5 MPs of a supply source (rail net).
2. New Rule – Factories that are moved may not be moved again for twenty turns. The turn when it will be able to move again is shown on the city display when in rail transfer mode.
3. New Rule – Heavy Tank Brigades may not be used to form Soviet Corps.
4. Changes to Production Formulas
a) Axis factories no longer rise to their build limit on the turn they become active.
b) Factories with a size of 0 that have an expansion rate greater than 0 will no longer receive damage of 1 when they reach their availability date.
c) Factories that are set to values larger than their build limit will be set to their build limit during the next production cycle.
5. Changes to Equipment Scrapping, Swapping and Upgrading Formulas
a) Scrapping of ground equipment now begins exactly 12 months after the last month/year availability date, instead of at the start of the next calendar year after the last year of availability.
b) AFVs are no longer scrapped if they are being used by any units in the game.
c) Ground elements below 10 in the pool can be scrapped at a rate of 1 per turn so the pool will eventually be emptied.
d) Modified ground element and aircraft swapping to give priority to newer equipment.
e) Increased the chance to swap aircraft. Depleted groups still have a higher chance to swap.
f) Captured equipment will no longer upgrade to other captured equipment using the upgrade routines. They may swap out the captured equipment for other captured or normal equipment.
6. Changes to Combat Formulas
a) Reduced the fire of artillery elements during bombardment (2-hex) combat (primarily reduced the fire of defending artillery).
b) Defensive fire will be reduced to conserve ammunition if the attacker is relatively very small (roughly less than half the size of the defender).
c) If an artillery element is firing with its non-main gun devices only, 1/10 of the standard ammunition is used.
d) Removed very large ammo usage spikes by artillery ground elements in battle.
7. New Feature – Added event log messages when air groups withdraw.
8. Code Optimization – Optimized support unit assignment interface code.


• Bug Fixes

1. Fixed a bug where air groups that flew missions to the same hex that their airbase was located in were not being charged miles flown. Now a nominal amount of miles flown is charged to the air group. This will prevent heavy bombers from being able to fly repeated air transport missions in the same turn when flying to their same hex.
2. Fixed a bug that was preventing support units from receiving supplies when attached to units involved in a HQ buildup. This bug was causing the support units to lose morale and gain fatigue.
3. Fixed a bug that was causing partisan units to erroneously lose morale.
4. Fixed a bug in the editor where clicking on a location ID performed an unintended delete of the location.
5. Fixed a bug that was causing mountain units to pay 4 MP’s when moving through a mountain pass instead of the intended 3 MPs (since mountain units pay 3 MPs for any mountain hex).
6. Fixed a bug that made changing the HQ attachment of a broken down Soviet corps cost less APs than it should have. As of version 1.05.53 it should have followed these rules: When a broken down unit from a Soviet Corps of any kind changes its HQ attachment, all broken down units that are a part of that Corps will also change their HQ attachment. The cost for this change in HQ will be equal to the cost of changing the Corps.
7. Fixed a bug where an artillery unit attacking across an impassable river hexside could end up with negative movement points.
8. Fixed a bug that prevented the Soviet player from building new regular Mortar Brigades and Tank Brigades at times during 1944/45.
9. Fixed a bug in the AI where it could warp a unit into an overstack situation inside a pocket.
10. Fixed a bug where the game could freeze when all Soviet supply centers were captured. The game will now end if all supply centers of one side are captured.
11. Fixed two bugs with partisan units. In the first bug the partisan unit could end up with MPs, in the second it could end up stacked with an enemy unit.
12. Fixed a bug that prevented support units from getting ground element upgrades.
13. Fixed a bug preventing units attached to a city from upgrading/swapping ground elements.
14. Fixed a bug preventing artillery support units directly attached to a unit defending in a bombardment combat from being able to commit to the battle.

• Data and Scenario Changes

An update was made to the campaign scenario files and OB and Device data files. Going along with this data update, several programming changes were made to improve production. The logic behind the changes and the changes themselves are detailed below.
Developer’s Notes by Jim Wirth: The primary focus of this data update was to correct Axis production for errors and omissions resulting from scenario changes and developments introduced after production was originally setup as well as from missing or erroneous data. In addition a few changes were made to some of the German armor ratings not resulting from new information but rather due to either applying a more consistent methodology to calculating the values or incorporating data previously ignored, such as the pre-Barbarossa armor upgrade of the Panzer IIc. In some cases to get game production as close to historical as possible Production Start and End Dates were shifted a month or two in either direction. Finally to compensate as much as possible for the effect of using the production period for the service life when determining if a particular ground element (primarily AFVs) is subject to scrapping, the Production End Date was extended to the first month of a subsequent year. For example, the Panzer Ib which actually went out of production in June, 1937 has a Production End Date of January, 1941. Panzer Ibs will now not start being scrapped until 1942. Unfortunately this work-a-round can only be used for elements either not in production before June, 1941 or which upgrade in the course of the game. The one area of Axis production which was not changed was factory locations. It was the decision of the design and development team to defer those changes to subsequent games in the series.
Detailed changes to the Axis AFVs are as follows:

1. Panzer Ib (0001) – Production End Date changed from 6/37 to 1/41.
2. Panzer IIc (0002) – Frontal Armor increased by 15 (Note: All Panzer IIcs had additional armor added prior to Barbarossa); Production End Date changed from 4/40 to 1/42.
3. Panzer IIf (0003) – Initial Factory Size decreased by 2; Build Limit decreased by 2. Production End Date changed from 12/42 to 2/43.
4. Panzer IIL (0004) – Build Limit reduced by 1.
5. Flammpanzer II (0005) – Production End Date changed from 3/42 to 1/42.
6. Panzer IIIe (0006) – Production End Date changed from 7/40 to 1/41.
7. Panzer IIIj L/60 (0009) – Build Limit increased by 2.
8. Panzer IIIm (0010) – Build Limit decreased by 1.
9. Panzer IIIn (0011) – Build Limit decreased by 1.
10. Flammpanzer III (0012) – Build Limit increased by 10.
11. Panzer 35(t) (0013) – Production End Date changed from 12/38 to 1/41.
12. Panzer 38(t) (0014) – Production End Date changed from 10/40 to 1/41.
13. Panzer 38(t)E (0015) – Side Armor decreased by 4; Build Limit increased by 4; Expansion Rate increased by 1.
14. Panzer IVg L/43 (0020) – Build Limit decreased by 1.
15. Panzer IVh (0021) – Production End Date changed from 6/44 to 1/45; Expansion Rate decreased by 1.
16. Panther A (0023) – Production End Date changed from 4/44 to 1/45. Expansion Rated decreased by 2.
17. Panther G (0024) – Build Limit decreased by 2
18. Tiger (0025) – Production Start Date changed from 7/42 to 8/42; Production End Date changed from 12/44 to 8/44; Build Limit increased by 1.
19. King Tiger (0026) – Frontal Armor increased by 5; Production Start Date changed from 1/44 to 2/44.
20. Brummbar (0027) – Name changed to Sturmpanzer IV; Reliability Rating changed from 25 to 30.
21. Stug IIIb (0028) – Build Limit decreased by 2.
22. StuH42 (0029) – Production Start Date changed from 10/42 to 12/42; Production End Date changed from 2/45 to 9/45. (Note: Rate of production based on historical.)
23. Stug IIIf (0030) – Frontal Armor decreased by 23; Production End Date changed from 11/42 to 5/42; Build Limit decreased by 4. (Note: See Note to Stug IIIg.)
24. Stug IIIg (0031) – Bow (actually coaxial) Machinegun removed; Frontal Armor increased by 7; Production Start Date changed from 12/42 to 6/42; Ammo Use decreased by 18; Build Cost deceased by 2; Build Limit decreased by 2; Expansion Rate increased by 1. (Note: Historically half the Stug IIIfs did not received an armor upgrade and all of these were armed with the 75mm L/43 gun. The remainder of Stug IIIfs and all Stug IIIf/8s had the additional armor and 31 of the Stug IIIfs and all of the Stug IIIf/8s had the 75mm L/48 gun. Previously in the game the Stug IIIfs and the Stug IIIf/8s were combined and all had the additional armor and the 75mm L/43 gun. Historically only some (amount unknown) late production Stug IIIgs had the coaxial machinegun, the only feature that in game terms distinguished them from the Stug IIIfs/f8s with additional armor and the 75mm L/48 gun. By removing the coaxial machinegun from the Stug IIIg its production could be combined with that of the late model Stug IIIf and Stug IIIf/8 resulting in game production within 2% of historical.)
25. Jagdpanzer IV (0032) – Frontal Armor increased by 11; Side Armor increased by 2; Top Armor Increased by 4; Build Limit increased by 3; Production End Date changed from 9/44 to 1/45.
26. Marder II (SdKfz-132) (0034) – Production End Date changed from 6/43 to 9/43; Build Limit decreased by 1; Expansion Rate decreased by 1.
27. Marder II (SdKfz-131) (0035) – Expansion Rate increased by 1.
28. Marder III (0036) – Build Limit decreased by 2; Production End Date changed from 4/44 to 1/45.
29. Panzerjager 38(t) (0037) – Build Limit decreased by 1; Expansion Rate decreased by 1; Production End Date changed from 10/42 to 1/43.
30. Nashorn (0038) – Production Start Date changed from 2/43 to 3/43.
31. Hetzer (0039) – Frontal Armor decreased by 4; Build Limit reduced by 5; Expansion Rate decreased by 1.
32. Jagdpanzer IV/70(V) (0041) – Frontal Armor decreased by 10; Side Armor decreased by 6; Top Armor decreased by 1; Build Limit decreased by 2; Expansion Rate decreased by 1.
33. Jagdpanther (0042) – Initial Factory size decreased by 1; Frontal Armor decreased by 7; Top Armor increased by 2; Production Start Date changed from 1/44 to 2/44.
34. Elefant (0043) – Side Armor decreased by 8; Reliability Rating changed from 40 to 45.
35. Jagdtiger (0044) – Frontal Armor increased by 15; Top Armor increased by 2; Production Start Date changed from 7/44 to 8/44.
36. Hummel (0046) – Build Limit increased by 3.
37. SdKfz-10/4 (0048) – Initial Factory Size increased by 2; Build Limit increased by 2; Production End Date changed from 12/44 to 1/44.
38. Flakpanzer 38(t) (0049) – Frontal Armor increased by 4; Build Limit increased by 2; Expansion Rate increased by 1; Production End Date changed from 2/44 to 1/45.
39. Wirbelwind (0050) – Initial Factory Size increased by 1; Build Limit decreased by 2; Expansion Rate decreased by 3; Production End Date changed from 11/44 to 1/45.
40. Ostwind (0051) – Crew Size reduced by 1; Expansion Rate increased by 1.
41. sIG33 (0052) – Production End Date changed from 2/40 to 1/42.
42. sIG33 Grille (0053) – Crew Size deceased by 1; Build Limit decreased by 8; Expansion Rate decreased by 1. (Note: This vehicle “swapped” data base slots with the sIG33 (SdKfz-138) to reduce scenario edits.)
43. SdKfz-221(0054) – Production End Date changed from 5/40 to 1/41.
44. SdKfz-231 (0056) – Production End Date changed from 9/43 to 1/44.
45. SdKfz-234/1 (0057) – Production End Date changed from 1/45 to 10/44.
46. SdKfz-234/2 (0058) – Production Start Date changed from 9/43 to 1/44.
47. SdKfz-234/3 (0059) – Production End Date changed from 11/44 to 1/45.
48. SdKfz-234/4 (0060) – Build Limit increased by 1.
49. SdKfz-251/1 (0062) – Initial Factory Size decreased by 2: Build Limit decreased by 6; Expansion Rate decreased by 1; Production End Date changed from 8/43 to 1/44. (Note: All the SdKfz-251 variants were being over-produced and corrected to not exceed 40% of total production.)
50. SdKfz-251/10 (0063) – Initial Factory Size increased by 2; Build Limit decreased by 13; Expansion Rate decreased by 1.
51. SdKfz-251/2 (0064) – Initial Factory Size decreased by 6; Build Limit decreased by 6; Production End Date changed from 8/43 to 1/44.
52. SdKfz-251/1 (0065) – Build Limit decreased by 10.
53. SdKfz-233 (0066) – Build Limit deceased by 1.
54. SdKfz-251/17 (0090) – Build Limit decreased by 9.
55. SdKfz-251/22 (0107) – Build Limit decreased by 6; Expansion Rate decreased by 1.
56. Mobelwagen (0117) – Build Limit decreased by 1; Expansion Rate decreased by 1.
57. Panzer IVj (0125) – Build Limit increased by 3; Expansion Rate increased by 1.
58. SdKfz-251/9 (0126) – Build Limit decreased by 12.
59. SdKfz-6/2 (0127) – Production End Date changed from 12/43 to 5/42.
60. Stug IV (0170) – Build Limit increased by 1; Expansion Rate decreased by 1.
61. CV-33 (0177) – Production End Date changed from 12/41 to 1/42.
62. L6/40 (0178) – Production End Date changed from 9/42 to 1/43.
63. M-11/39 (0179) – Production End Date changed from 11/40 to 1/41.
64. M-13/40 (0180) – Initial Factory Size decreased by 1; Build Limit decreased by 1; Production End Date changed from 12/42 to 1/43.
65. M-15/42 (0181) – Production End Date changed from 9/45 to 8/43.
66. Semovente L40 da 47 (0183) – Production End Date changed from 2/43 to 4/43; Build Limit increased by 7.
67. Semovente M40 da 75 (0184) – Production End Date changed from 12/42 to 1/43.
68. Semovente M43 da 105 (0185) – Production End Date changed from 9/45 to 8/43.
69. Autoblinda (0187) – Initial Factory Size decreased by 1; Production Start Date changed from 1/40 to 1/41; Production End Date changed from 9/45 to 8/43; Build Limit decreased by 1.
70. Semovente M42 da 75 (0188) – Production Start Date changed from 3/43 to 5/43; Production End Date changed from 9/45 to 8/43; Build Limit increased by 1.
71. SdKfz-7/1 (0209) – Initial Factory Size decreased by 1; Production Start Date changed from 6/41 to 4/40; Production End Date changed from 9/43 to 10/44; 26 vehicles in 1941 pool; Expansion Rate decreased by 1.
72. SdKfz-7/2 (0210) – Initial Factory Size decreased by 2; Crew Size decreased by 3; Build Limit increased by 3.
73. Panzerjager 38(t)H (0216) – Build Limit increased by 1; Production End Date changed from 3/43 to 1/44.
74. Panzer 38(t) Aufklarer (0217) – Build Limit decreased by 2; Expansion Rate decreased by 1.
75. sIG33 (SdKfz-138) (0218) – Build Limit decreased by 3; Expansion Rate decreased by 1. (Note: See 42 above.)
76. Panzer IIIj L/42 (0219) – Build Limit increased by 2.
77. SdKfz-251/2 (0220) – Build Limit decreased by 10.
78. Panzer IVg L/48 (0221) – Build Limit increased by 1; Expansion Rate increased by 1; Production End Date changed from 4/43 to 1/44.
79. OA vz.30 (0225) – Production End Date changed from 12/41 to 1/42.
80. CKD-R1 (0226) – Production End Date changed from 12/42 to 1/43.
81. Vanatorul de care R-35 (0230) – Production End Date changed from 12/44 to 7/44.
82. TACAM T-60 (0237) – Production Start Date changed from 7/43 to 2/43; Production End Date changed from 9/45 to 9/43.
83. TACAM R-2 (0238) – Production Start Date changed from 7/44 to 1/44; Production End Date changed from 9/45 to 5/44.
84. Toldi II (0278) – Initial Factory Size decreased by 3; Production End Date changed from 6/42 to 2/42; Build Limit decreased by 1.
85. Turan-I (0279) – Initial Factory Size decreased by 1; Production Start Date changed from 9/41 to 11/41; Production End Date changed from 6/43 to 1/43; Build Limit decreased by 1.
86. Turan-II (0280) – Production Start Date changed from 7/43 to 2/43; Production End Date changed from 12/44 to 5/44.
87. Nimrod (0287) – Production End Date changed from 12/42 to 11/42; Build Limit increased by 2; Expansion Rate increased by 1.
88. 39M CSABA (0288) – Production End Date changed from 9/45 to 1/45; Build Limit decreased by 1; (Note: All CSABAs were produced prior to Barbarossa.)
89. Toldi IIa (0303) – Production Start Date changed from 1/43 to 7/42; Production End Date changed from 10/43 to 12/43; Build Limit decreased by 1.
90. Zrinyi II (0307) – Production Start Date changed from 1/43 to 5/43; Production End Date changed from 12/44 to 6/44.
91. LT-38 (0333) – Production End Date changed from 12/42 to 12/41.
92. LT-40 (0335) – Production End Date changed from 12/42 to 4/42.

Other Data Changes:
1. Renamed OB 336 from 41 Sturm Division to 41c Infantry Division. It will upgrade to a Sturm division (OB 337) in 1943.
2. Fixed several problems with German Cavalry brigades in all the Campaign scenarios and the Decision in the Ukraine scenario by using new Cavalry Brigade OBs.
3. The French Volunteer Regiment now uses the 44 Infantry Regiment OB in the 44 Campaign.
4. Changed Soviet rocket launchers to single device elements with adjusted ROF.
5. Changed 41 Infantry Regiment OB to upgrade to the 43 Infantry Regiment.

venerdì 25 gennaio 2013

Strategic Command WWI Breakthrough! nuova patch

Uscita patch per l'espansione del gioco Battlefront sulla Prima Guerra Mondiale:

http://www.battlefront.com/index.php?option=com_content&task=blogcategory&id=266&Itemid=475

Change log:



GAME ENGINE CHANGES
fixed an AI combat error that allowed an out of range unit to attack

CAMPAIGN CHANGES
1914 Call to Arms; 1914 Ostaufmarsch
Ottoman mobilization scripts amended (Isnogud).
Port sub defence bonus raised from 4 to 8 (Catacol Highlander).
1918 Russian Civil War
Pilsudski removed from the North Caucasian Emirate’s build list and replaced with Haji (Ancient Demon).
Terek, North Caucasian and Stavropol revolt scripts amended (Xenon 141).
Scripts added so that if France has withdrawn from the war then she can receive German and Romanian income if they are still in the war (Xenon 141).
Scripts added for the three White factions to surrender when their Political Standing is zero.
Port sub defence bonus raised from 4 to 8 (Catacol Highlander).
1914 March On Paris
the German Fortress of Metz, and all the French Fortresses, will bombard attackers
1912 First Balkan War
Albanian Legion unit script corrected (Ancient Demon).
1914 Ludendorff Offensive
If the Germans capture, but subsequently lose the following locations then they will suffer a 2,000 National Morale penalty: Ypres; Amiens; Arras; Abbeville; Soissons; Reims; Verdun; Nancy; Epinal; Belfort

lunedì 21 gennaio 2013

Change log parziale della patch di Marzo di Achtung Panzer

Mea culpa è un po' che non gioco a APOS (e anche molti giochi sono rimasti indietro, ma The Witcher è davvero bello). Posto il change log della prossima patch ( Marzo 2013 ) di APOS; io speravo nel multi ma ancora non si vede.

1) Fixed crash when pressing ESC while loading district maps in operation.
2) The algorithm of broken tracks is improved.
3) Weapons overheating algorithm is adjusted.
4) Differentiation and locks for paths on operational map is introduced.
5) Principle of editing paths in operation editor is improved.
6) The ability to import a database description for operation from other operation is added.
7) Fixed a bug with the repair in the abandoned vehicles (crew members now leave repair).
8) Added a separate button for the ambush. At this command the infantry and gun crews will be lie, vehicle crews will be close a hatches.
9) Removed the option for buttoned state for vehicles.
10) Now you can set the "level" of defensive structures in a quick battle.
11) Added the ability to set placement in defense without digging trenches.
12) Fixed a bug with the canceling of serial orders in battle.
13) Adjusted indication and view modes for serial orders in battle.
14) Added button for automatic platoon placement.
15) Added separate command teams for different types of troops.
16) Added the support units in a quick battle.
17) Added a separation for radio stations by type and his type indication.
18) Fixed a bug with icons remain after disable (and enable) the mini-map.
19) Added the indication for the radio/voice/wire communications in battle.
20) Button for platoons table in operational phase is changed from F1 to F3.
21) Added an antenna on KV-1S and KV-8S tanks.
22) Added an option for icon types on operational map (option 4.20).
23) The algorithm for ammunition and fuel replenish is cahnged, added indication for supply level on map.
24) Command radii is removed.
25) Company and battalion commanders are added in a quick battle.
26) During the retreat without a combat (in operational phase) platoon loses morale.
27) Added the fire platoon commanders in artillery batteries.
28) Staff for the troops in quick battle has been modified and expanded.
29) Added a group of messages for breaking and restoring wired connection.
30) Adjusted an algorithm offers ceasefire from AI (removed immediately cancel after offer).
31) Added target designation by flares.
32) Added a button to apply the last selected filter for soldiers or vehicles.
33) Staff for the troops in operations has been modified and adjusted.
34) Squad parameters panel is changed.
35) Rotate order is moved to squad panel.
36) Added a separate button for reverse move.
37) Added indication for suppressed squads in 3D and on the map.
38) The "quick" orders adaptively vary depending on the number of troops who are given the order.
39) Added a button on the orders panel, which allows to transfer troops under the control of AI.
40) Put a penalty at the start of the operation if allied troops is transfer under the players control.
41) Added automatic movement for signalers to laying wire communication.
42) Feature 42, now without name.
43) Added indication and options for valid orders.
44) Removed the outline of the selected units if individual icons is displayed.
45) Added a separate option for block of squads exchange in the operational phase (by default is enabled).
46) Added tank Pz I ausf. F and a platoon of this tanks in a quick battle.
47) Tankers do not close the hatches and do not climb into the tank if detecting enemy.
48) Added icons in Wehrmacht style on operational map.
49) Fixed a bug with the wrong choice of the level of detail for grass when you attach the camera to an unit.
50) Corrected the appearance for contact signs.
51) Added full automatical firing on external target designation.
52) When the defence "flag" is set during placement mode, changed the principle of defence points selecting.
53) The base color for summer camouflage on some vehicles of Red Army is changed.
54) Visual look of vehicles is changed due to humidity level.
55) Added Red Army's icons for operational map.
56) Fixed a bug with incorrect display of sides color in Quick battle editor due to change side.
57) Fixed a bug with black squares on an operations map.
58) Added Dunkelgelb 1943 color scheme for Pz III ausf. N tank.
59) For external target designation spot time and target direction will be transmitted.
60) Added ability to set delay for order execution until some time (right click on the "Stop" order).
61) Vehiles and squads that left without user control automatically returns to the commander.
62) Added ammo reallocation for guns and mortars at the end of the battle.
63) Slight adjustments for opponents AI.
64) Changed some icons of the squad and vehicle information.
65) Fixed disappearance of the sounds for rolled guns.
66) Added a color scheme selection for the map marks on operational and tactical phases.
67) Added NATO icons for operational map.
68) Fixed bug with unit dragging on the map in deploy phase.
69) Added an option for showing an alphanumeric platoon's codes on the map.
70) Added the wire-reel model for signalman's in the battle.
71) Added muzzle velocity dependence from the temperature.
72) Sounds for Pz III and Pz VI tanks engines and Marder SPGs based on the Pz 38(t) tank caterpillars are changed.
73) Added Soviet Army icons for operational map.
74) Display on the map ally AI plans and their changes during the battle is added.
75) Some shot sounds are corrected.
76) Added some armor piercing ammunition to the penetration diagrams.
77) Added detailed description for the orders delay and for player's command level into the built-in help system.

venerdì 4 gennaio 2013

Forse risolto freeze Naval War Arctic Circle?

Leggevo sul forum Paradox che una fantomatica patch installata da Steam sembra aver risolto il malefico problema del freeze. Nessuna conferma ufficiale di questa patch, ma proverò ancora il gioco per vedere se è davvero vero. Chissà mai se potrò finalmente giocarci dopo un anno?

venerdì 7 dicembre 2012

Patch ufficiale Alea Jacta Est

E' stata rilasciata la versione ufficiale della patch 1.01 di Alea Jacta Est.

http://ageoddl.telechargement.fr/3rdParty/Various/Patch_AJE_v1.01.rar

Changelog

Code:
-Corrected bug on RGD constraint MustNoBeOwnedRegion
-Correction bug on entering enemy territory
-New generic weather resistance attributes

DB:
-changed the terrains, models and units to improve a bit the 'chances' of non-Romans vs Romans.
Movement will be overall slower, and deployment of light/irregular units more favored in difficult terrains.
-Fixed DB Issues with Python Scripts (Thank you Lafrite) and Berto's report (on Matrix Forum)

UI :
-Fixed a display issue in Social Mode for 1024 screen resolution
-New localized buttons in MainMenu/Options

Events/Setups :
-Fixed wrong CP penalty applied to absorbed factions and to recruited generic generals (Year of Four Emperors and Severus scenarios)
-Corrected some mismatches between tooltip and map regarding Roman Roads (Year of Four Emperors and Severus scenarios)
-Legions not recruitable in small islands
-Fixed some MTB allocation issues in Severus and Marius vs Sulla Scenarios
-Fixed End of Faction Chain of Events in Year of 4 Emperors and Severus scenarios
-Fixed regeneration of Iberian Archers recruitment option
-Rome not controlled event now will give -20 VP malus
-Merchant sunk events corrected and now will give a -10 money malus

Marius vs Sulla scenario
-Lusitanians made a bit weaker
-Fixed blocked naval leaders in Lucullus odyssey
-Fixed some loyalty issues
-Fixed some stack fixing issues
-Fixed High Priest suicide event
-Fixed Peace of Dardanos issues.

Great Mithridatic War scenario
- Sertorius experience reduced a bit, as well as the Iberian power, should balance the Hispanian situation
- Added Pontic Catapultae to the force pool

Caesar vs Pompeius scenario
-Tweak to Hispania Surrender event
-Caesar and Pompeius are more on par as overall commanders now

Spartacus scenario
-Fixed double message Varinius arrival event

Year of Four Emperors scenario
-Fixed Otho death and Hispania governor rally events

Severus scenario
-Fixed the DID no FOW issue
-Fixed some stack fixing issues
-Fixed erroneous "new political options" messages


-Full message broadcasted when Albinus is proclaimed public enemy

Inoltre ho visto che a parte Birth of Rome è prevista una DLC più piccola: Cantabrian Wars, appunto ambientata durante la campagne di Augusto nel nord della Spagna agli inizi del suo regno.

mercoledì 28 novembre 2012

Nuovo aggiornamento per Decisive Campaigns Case Blue

Nuova patch per Case Blue, ecco il change log:

Fixes
Sevastopol extra auto-repair is now working as it should in all rounds (as opposed to only in round 1). Also raised the extra auto-repair from 250 points to 350 points. If you keep some red fighter units on intercept it should be possible to keep Sevastopol in supply now.
German minor orders will no longer be issued outside the historical area scope of the Case Blue plan. Roughly following the Don River – Stalingrad – Wolga – Astrakhan line. Everything north of that line will not be used for minor orders.
Trappjagd will now not let Soviets have major orders initially because Soviets now only get major orders at level 6 or higher (used to be level 5 or higher).
U-2 acts as bomber now; no more kamikaze intercepts by this bi-plane bomber.
Make High Command actually tell you "it agrees to not give you the order again, but that you still have to fulfill your current order" if you play an avoid card but already received the order before playing it. Also adjusted the text on the avoid cards to mention “again” so it is clear it will not cancel your current order.
Fixed a bug with the avoid Krasnodar, Grozny and Baku cards not working as intended.
Supply is no longer already consumed in setup turn when playing with free setup variant on.
Made sure all TC are attached to OKH in all scenarios
Changed OOB: One infantry regiment with half trucks and one infantry regiment with halftrack complement for Panzer Divisions and PzG Divisions.
Changed mouse over for add subunits to be correct
Increased highlighting of divisional parts and HQ subordinates and made hex highlight a bit more visible on snow hexes (have to start new scenario to see this)
Prestige targets of AI no longer show up on map while you are looking at its moves
Uranus scenario now has correct new transport ship settings as well (from v1.02)
Ships passengers no longer lose AP when taking a shortcut and moving through a port hex without stopping there.
Hungarian message for own army control fixed
Italian Air Corps and other Axis Minor air corps can get reinforcements delivered now (also in running games)
Artemovsk double town bug fixed -> Woroshilowsk replaces most eastern Artermovsk.
Auto-Recover from strange negative AP bug
Recon does no longer destroy any completely empty units in the target hex.
Remove the avoid card if Stalingrad or other town is already held.
Changed Tiflis -> Tiblissi on map and Charkow ->Kharkov
Game now ignores case sensitivity in pbem++ username tests within the game (since the PBEM++ server isn’t case sensitive either)
Fixed a bug with crash on enemy sea unit in FOW
Fixed a bug with a crash if you cancelled move by clicking outside highlighted area and then would follow up with clicking hq link. Fixed a bug with the AI in final stages of defeat taking really long to process engineering moves.


Improvements

Give major order avoid actioncards back (since they have been taken away after capturing the objective) to player if not played yet and you lose a key city.
Added variant for FOW on statistics for players who don’t want to be able to see the Soviet force size and composition. All statistics will become visible after the game has been won however.
Oil more strained. 2k less oil for Germany at start. Even 1k less in August. Even 1k less in Sept.
Make sea 2 instead of 3 AP points for soviet sea supply to avoid too much damage to the west of Caucasus if rail link is cut.
Soviet reinforcements Extra infantry 700 per round in July&Aug [10K per month extra] and 1400 extra per round in Sep&Oct [20K per month extra]. This means that by November the Soviets will have received 60K extra troops.
Max command points saved up for any officer is 20.
Made the offensive corps and army cards slightly less effective. Also fixed a calculation mistake in Gamble, it will now actually misfire sometimes, making it a real gamble. Also adjusted the cost of a number of cards upwards and one (Supervise defense) downwards.
4 Coastal Garissons added for Germans in Odessa, Nikolaya and 2 in Crimea: Trappenjagd, Case Blue and Uranus
Volume control added for background music and for sound effects in the preferences tab
Artillery and Flak are more vulnerable in combat with infantry now. Staff is more vulnerable in combat with infantry and tanks now.
Mentioned in mouse over that combat and morale mod bonus for officer is not active if not at the lowest HQ level.
Change wording of high command orders so it’s clear you have to hold a target also at the start of your turn.
Set instace_challenge to filesize check (server & client) as well to avoid corrupt files sizes in the instance of issueing the challenge.
Changed the algorithm for axis minor reinforcements so there will be some reinforcements always. But less if spirits are lower. This should ensure enough staff is actually coming in to build armies for your axis minor armies in the early campaign starts.




martedì 27 novembre 2012

Aggiornamento per Iron Front patch 1.04

Rilasciata nuova patch per Iron Front, la 1.04.

Ecco il change log:


New
New: Engine version for a more stable game. Enhanced AI, enhanced performance.
New: PPsh accept both drums and magazines (for players only). To change from drum to magazine, press Shift + R

Fixed
Fixed: Several multiplayer related crashes.
Fixed: Several errors in the multiplayer missions.
Fixed: Various bugs in the German and Soviet campaign.
Fixed: Pumpkin glowing faces of the soviet army.
Fixed: Broken axis of the soviet 61-k AA gun.
Fixed: Some problematical hiddens of the German infantry.
Fixed: Some errors of the tank damage system, both in multiplayer and single player
Fixed: Several bugs of the single player campaigns.
Fixed: Tank binoculars position (when looking with binoculars, the commanders seat was empty).
Fixed: "Broken" sounds of MP-40, K-98 and DP-28 weapons.
Fixed: Errors with the broken parts from the vehicles, reduced their weight for the performance.
Fixed: Several errors with mines.
Fixed: King Tiger gun sight, which was missing on distances larger then 800 meters.
Fixed: Animation errors, the dead bodies were sometims moving a bit.

mercoledì 21 novembre 2012

Beta di Histwar

Sono stato scelto per il beta testing delle nuove versioni di Histwar dalla prossima 03 fino alla 05. A dire il vero non capisco come mai, dato che partecipo poco al forum, forse per i miei suggerimenti sul gameplay di qualche tempo fa? Chissà. In ogni caso sono curioso di provare i primi cambiamenti rispetto alla versione base. Probabilmente non potrò fare video o immagini, ma le mie impressioni potrò darvele.


mercoledì 31 ottobre 2012

Histwar Les Grognards, JMM elenca cambiamenti nell'ultima patch 03

JMM ha specificato in un post sul forum quali saranno i cambiamenti nell'ultima patch livello 03 (versione attuale):

a) more messages from corps/units
b) now, HW requests player action for some AI orders:
b1) support order to help a friend unit,
b2) charge opponent unit running away
b3) artillery unit : unlimber cannon or retreat when threat...
c) graphic : almost all procedures for HW2 are implemented in this new patch
d) PBEM : 2 sequences for each turn (instead 3 ones)

Sicuramente tutti cambiamenti graditissimi, specialmente la maggiore interazione con l'AI. Ma quando? Ormai è parecchio che si aspetta questa patch. Capisco le difficoltà ma un maggiore e costante aggiornamento sarebbe gradito da parte di JMM.

giovedì 25 ottobre 2012

Rilasciati quattro nuovi screenshots di Commander - The Great War

Rilasciati oggi nuovi screenshots del nuovo gioco della serie Commander:



Intanto Commander Europe at War Grand Strategy è stato aggiornato alla patch 2.10, ecco il change log:

Historical/Political Changes

New prerequisite for Spain activating as Axis ally - USA neutrality

Denmark & Norway historically linked for DoW consequences

Belgium & Holland countries historically linked for DoW consequences

Persia activates if Axis unit moves into Iraq vs capture Iraqi resource

French, UK units in France & UK based air units suffer 20 efficiency loss if Belgium surrenders in one turn

Persia spawns GARs in all cities if Axis units occupy Iraqi city/resource

Allied units restricted in Russia to reflect historical accuracy

Britain requires 8 home guard force units in Great Britain to avoid morale loss

Owner changed to US for southern convoy when USA joins war

Logistics Changes

Game balance measures to control “blob” strategies

Major change to rail movement - start must be on or adjacent to resource

Major Russian rail (broad gauge) restrictions implemented

Increased oil usage for Axis MECH when at tech level 2

Maximum SS & Russian Guards reduced for play balance

Increased cost of creating new type units when limits are exceeded

Starting war efficiency adjusted for all countries

Building 3rd lab in a technology requires 3 other areas have a lab

German PP at game start increased from 20 to 35

German eastern fortresses can spawn in 1942 if Allied units in Germany

Allied Atlantic naval presence required at all times to maintain convoy size

Finland, Hungry, Romania and Bulgaria war effort better aligned to Axis

Partisan spawning divided by 3 in AI games - now matches regular game

Environment Changes

Updated hexes in Russia to reflect correct geography

Added more rail heads to supplement rail movement rules

Reduced average number of severe winter turns from 6 to 5

Severe winters % effectiveness change & new general.txt variables

Reconnaissance/land spotting reduce by half in winter & severe winter

Unit Changes

Germans are allowed to build a paratrooper unit in 1939

Russia receives 8 garrison units as strategic reserve - Aug 1, 1941

Canadian units spawn at normal quality if UK manpower level is yellow

Game Board Changes

New French large counters & unit names historically correct

Free French unit color on mini-map made unique

Unit stats chart changed - MECH info now with ARM stats

New large NATO counter option with detailed information

Map board options now allow country, river & lake names

Settings file name changed to “gs2_settings.txt”

mercoledì 10 ottobre 2012

Rilasciata piccola patch per Wargame European Escalation

E' stata rilasciata oggi una piccola patch per WEE che corregge due bachi; ecco il change log:


- Crash occurring when an infantry squad, loaded in a transport during a previous savegame, was destroyed inside this transport in a later game.

- Bug occurring when two command vehicles were ordered to regroup ... which can’t be done, CV only play solo. Order is now invalidated when two CV are selected.

martedì 2 ottobre 2012

Change log della prossima patch per Steel Armor Blaze of War

Ecco la lista aggiornata dei fix della prossima patch di Steel Armor Blaze of War che dovrebbe uscire per ottobre:

--- Update August 2012 beta 3---
1) Completely changed the tactical interface.
2) Added additional options for the platoons structure and parameters management in the operational phase.
3) Changed some animations for infantry.
4) All game operations is adjusted and remaked.
5) Added support for scripting in the operational phase.
6) Some changes in the operation editor.
7) Changed some of the special effects.
8) Added new vehicles and weapons: F5E, M2HB, G3 rifle.
9) Adjusted environments, and cockpits visualization.
10) Refined cockpits for the T-62 and M60A1: rounded some elements and reconfigured lighting.
11) Completely redesigned interface in tank mode.
12) The algorithm for shadows rendering and lighting calculation is changed.
13) New commands for platoon, tank and crew control is added.
14) Reconfigured some tracked vehicles.
15) Added tracks in grass from tanks and vehicles.
16) Added ability to perform some tasks in the tank cocpit without the interface.
17) Added new animations in M60A1 tank cockpit.
18) Added a hint what button need to press to cancel a pause mode in the battle.
19) Mini-map is removed in the battle.
20) In realism mode does not display the flags and markers for enemies (in 3D mode).
21) Removed rangefinder lock when the commander's turret on the M60A1 tank is turned.
22) Fixed a bug with the canceling of a short stop command and this command is available from the commanders site.
23) Adjusted algorithm for subtitles and narration issuing.
24) Platoon control options on the gunners site is removed.
25) Added a visual indicator for targets and goals.
26) The ability to request a priority target from the AI commander is now available.
27) Added the button to send permission to open fire on the specified target.
28) Added support for automatic setup gun direction from the AI commander on requested target (for T-62 tank).
29) Added lock for measuring range for the AI commander, if target is out of rangefinder view (for M60 tank).
30) Added feedback and indication for obstacles in the path of the tank, for AI driver.
31) Added indication that the range measurement process continues, as well as the inability to range measure.
32) The targeting algorithm is changed.
33) The ability to switch the tempo of fire for machine guns.
34) Added to the sight reticles for the T-62 from Vadifon.
35) The ability to control the mode of target selection (one or different targets) for the tank platoon or users tank.
36) Added a command to align the gun on the hull of the tank.
37) Added the ability to specify the range for the gunner in binoculars mode.
38) Fixed a number of glitches and bugs.




sabato 15 settembre 2012

Micro patch per European Escalation

Ieri è stato rilasciata una micro patch per WEE che permette di far funzionare correttamente il pulsante di Remove HUD. Si aspetta ancora la macro patch che sarà rilasciata con la nuova DLC.

domenica 9 settembre 2012

Video di scontro lungo con Wargame European Escalation

Settimana scorsa ho fatto un paio di partite a Wargame European Escalation con amici di Strategy Games Italia; abbiamo provato la modalità conquest con mappa media lasciando il numero di obbiettivi da conquistare al massimo. Ne è scaturito uno scontro lunghissimo (42 minuti) dove abbiamo guadagnato la superiorità con una lenta risalita. Ecco il video del match.


Nel frattempo è apparsa una schermata della nuova dlc prevista, con una modalità di battaglia chiamata "economy" dove presumibilmente si vincerà in termini di risorse o sulla base del rapporto perdite inflitte\subite.


C'è stato anche un aggiornamento qualche giorno fa, ecco il change log:

- Ridotto il tempo di attesa tra la fine del tempo di preparazione e l'inizio del gioco.
- Sistemato un bug dell' M270 MLRS, quando la raffica viene interrotta, i colpi mancanti vengono ricaricati e viene sparata un'altra raffica.
- Sistemato un bug che permetteva alle artiglierie che hanno la possibilità di fare fuoco diretto (con colpi AP o HEAT) di spararsi addosso con colpi HE.
- Ottimizzazioni delle prestazioni del motore IRISZoom per le configurazioni meno performanti.
- E' possibile nascondere l'HUD (interfaccia) nei replay.

giovedì 26 luglio 2012

In programmazione DLC per Naval War Arctic Circle

E' in programma una DLC per Naval War Arctic Circle, probabilmente per questo autunno; ancora non si sa nulla dello scenario. Considerando che le segnalazioni di freeze si fanno sempre più numerose e ancora non si intravede soluzione (ne sembra a molti che si stiano impegnando a farlo) penso che la loro dlc se la potranno tenere per quel che mi riguarda.

http://forum.paradoxplaza.com/forum/showthread.php?622055-All-quiet-on-the-Western-Front


lunedì 16 luglio 2012

Rilasciata patch per il multi per Warlock Master of the Arcane

E' stata rilasciata la patch 1.2 per Warlock Master of the Arcane che tr ale multe cose introduce il multi. Io avevo provato la demo del gioco, che non è male in se, solo non dice nulla di nuovo ne dal punto di vista del gameplay ne dal punto di vista della grafica

ecco il change log della patch

"
Patch Notes 1.2

Multiplayer and Diplomacy
• Players can now play Multiplayer games! (Steam is required).
• New Diplomacy system in Multiplayer and Single play: Now when a player sends a proposal to rival Mage it will be delivered on the beginning of his/her turn. You will receive an answer on your subsequent turn. The Diplomacy Screen was modified accordingly. Also a player will never know for sure if his\her proposal would or would not be accepted - there will be seen only a prediction of it before the message is sent.
• Changed diplomacy effect of relations with gods
• Behavior of AI Mages improved with personalities and new factors

"Lords and Artifacts"
• Mighty Lords come to your service! They can learn faster than normal units and receive many powerful abilities as they progress through level-ups. You can hire these heroes as they come occasionally searching for job, find them in monster layers or even receive them as quest reward.
• Lords can use powerful Artifacts which could be found in monster dens, received as quests rewards, gained and lost during battles, bought from Trader of Artifacts or smelted to mana.

Bug Fixes and Improvements
• A player may turn on/off Victory Conditions on the Game Start.
• Player can now destroy his buildings from city interface
• Mages, Veterans and Halberdies got new skills. Mages can learn to cast fireballs and Veterans now have ZoneOfControl perk.
• New actions for Galleons units of humans and mosters
• Implemented a News message when you successfully research a new spell.
• Implemented a News message when any of the Great Mages controls a certain percentage of Holy Grounds.
• The Unity Spell cannot be counterspelled anymore, but its casting time was made longer. Also starting to cast a Unity spell worsens relations with all Great Mages.
• A Message "A Great Mage is Defeated" now looks better.
• AI now uses Dispels smarter and more aggressively.
• Teleportation spells casting interface logic is more intuitive:
now you can select a spell, then a target unit, and then a hex to move.
• Fixed an issue: an enchantment cast on a unit in transport ship is now shown properly on unit when it disembarks.
• Game loading has become faster.
• Great Mages now think 10-15% faster.
• Settlers do not receive experience points any more.
• Fixed an issue when a player could remove a "self-destruct" perk from units summoned by other units.
• Fixed a crash on clicking on a News message about a new unit if the city was destroyed.
• Fixed an issue with the unit's experience when a unit is upgraded twice the same turn.
• Fixed an issue with game camera position at the game start.
• Fixed an issue when unit movement points and "cooldown" timers could be higher than their current maximum.
• Fixed some issues with duplicating perks.
• Fixed a rare crash when a player disbands his unit.
• Fixed bug with flying units teleportation on water hexes

Known issues
• Sometimes you cannot enter text - fixes with restarting game from menu
• Disconnect not always works well"