GS v1.05 (pre-release) incremental manual patch

PSP/DS/PC/MAC : WWII turn based grand strategy game

Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core

rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

GS version 1.03h beta (incremental) update.

Link: REMOVED.

This is an incremental update and must manually be applied (i.e., copied) over the top of a GS v1.02 install. You apply this update at your own risk. If you do not feel comfortable applying it or do not wish to implement the changes below then please stay with GS v1.02 or whichever version you have installed.

This update will NOT invalidate saved game; but, this update will cause a checksum error the first time a saved game started with a previous version is loaded by a player.

IMPORTANT: This update should only be applied to existing games either before activation of any of Hungary, Romania or Finland (i.e., before activation of any of these three countries) or after activation of all three of these countries.

Note: This incremental update includes all "beta" changes listed in this thread and since the release of GS v1.02.

Changes since last beta release. (For all changes included in this incremental beta release see items 1 - 34 posted throughout this thread.)

3-12-2010
27. Changed random research so there is a chance for one tech that would give a spectacular result. With normal research you get a tech progress of 2 and that’s multiplied with the number of labs, focus and tech difficulty. Changed random research to following probabilities:
a. 40%: 1
b. 20%: 1.5
c. 20%: 2
d. 10%: 3
e. 5%: 5
f. 5%: 10 (will be flagged as great progress)
28. This gives an average progress of 2.15. The old system had:
a. 87%: 1
b. 10%: 8
c. 3%: 15
29. The new system is better because you have to be very unlucky to get lots of 1’s. It’s only 40% per turn instead of 87%. You won’t often get a great result, but enough for random research to be exciting. With random research it means you can’t predict when you will get the new techs and that’s a good thing. I think it’s possible to play with random research the way I designed it. I don’t think we need “full” research. i. e. the old system, because the new random research will give enough uncertainty for the players to enjoy the random research. At the same time this reduces the frustration of having one tech lagging too much behind because you always got below 87%.
30. Made Random Research a default when starting new games.
31. Increased the efficiency loss for Russian units when German DoW from 20 to 30. This value is not bad because the Russians will regain almost up to 15 efficiency if they do nothing on that turn. Even for units that move they would still regain 5. With the 30 efficiency loss it means most units just below 30 on turn one. These increase to 40-45 on the first Russian turn and drop 5 again when they move. The it repeats itself until the Russian units get max efficiency. So the extra 10 drop means it takes one extra turn to get to full efficiency. The main difference is that the Russians will be too weak on the first few turns of Barbarossa so the Germans can move as far as they can into Russian territory with little fear of retaliation. That is good. So people should NOT worry about the extra efficiency loss for the Russians. They will be just as strong for the first winter.
32. Moved several units closer to the front line. Now these units will have to run for their lives to survive. Some might even be caught if the Germans are bold. If efficiency loss hadn’t been reduced by 30 then the Russians could counter attack spearhead armor units with some sting. Now they can forget about that on the first few turns. So the mech units have little else to do except running for safety.
33. Moved the Russian fighter from Moscow to Leningrad. This is according to the OOB and it’s not so dangerous because Finland will always activate when Russia activates. If the Finnish are afraid of Russian fighter harassment they can always put the fighter on sentry until German fighters get within range. But the Finnish fighter can fight the Russian fighter and expect good results so why hide?
34. No tech changes were made for the Russians.
Last edited by rkr1958 on Wed Mar 17, 2010 3:16 am, edited 1 time in total.
trulster
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Thu Sep 03, 2009 2:20 pm
Location: London

Post by trulster »

rkr1958 wrote:GS version 1.03h beta (incremental) update.

The main difference is that the Russians will be too weak on the first few turns of Barbarossa so the Germans can move as far as they can into Russian territory with little fear of retaliation. That is good. So people should NOT worry about the extra efficiency loss for the Russians. They will be just as strong for the first winter.
That is *not* good I think. If the Germans have carte blanche to cruise through Russia for 3 turns without fear of retaliation it makes early Barbarossa too easy, and just a little bit boring.

Moving some units closer to the front is ok, but combining it with a significant efficency loss is a bit too much.
Peter Stauffenberg
General - Carrier
General - Carrier
Posts: 4745
Joined: Sun Jul 08, 2007 4:13 pm
Location: Oslo, Norway

Post by Peter Stauffenberg »

The Russians recover efficiency at 10-15 every turn so it's only on the first turn they will be very vulnerable. So counter attacking on the first turn won't be a good idea. If the Russians decide to fall back to the Dnepr they will not yet have recovered fully and the Germans should be able to get across in force.

But if the Russians fall back to a safer position further east they will be fully recovered before the Germans arrive. So the changes are made to make it more risky to make a forward defense. Many Axis players complained that they felt it too hard to get across the Dnepr if the Russians decided to defend there.

I playtested the extra efficiency loss and it was only on the first turn the Russians were very vulnerable. They should be able to get most of their good units to safety, but they can't withdraw to the Dnepr and hope to defend there unless the Germans make mistakes. This means that most Germans will be able to get to a pretty much historical line before winter begins.

So we're helping the Axis in the beginning of Barbarossa without making Russian weaker long term. A good Allied player will deal with the ineffectiveness of their Russian units and make sure they recover fully before thinking of counter attacks.
rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

Alec has updated the user manual. You can get the latest at: http://web.me.com/amcdonel/CEaW-GS/Welcome.html
Peter Stauffenberg
General - Carrier
General - Carrier
Posts: 4745
Joined: Sun Jul 08, 2007 4:13 pm
Location: Oslo, Norway

Post by Peter Stauffenberg »

I just forgot to give Ronnie a minor update that I made so he will update the incremental patch soon. I suggest you wait with downloading the incremental patch until Ronnie posts here. Alec will also update the manual with the minor update.

Ronnie: Can you post here the screenshot I sent to you on email. That would make it very easy to see how the change works.

The update that was forgotten will not affect game play. It will only make it easier to see if you're eligible to build more labs.

I changed the war effort number in the bottom left of the screen from white to green when the major power is eligible to build more labs. If you move the mouse over the number you will see how many labs you can build.

The max number of labs you can have is determined by 2 factors.

1. Game year. 1939 = 5 labs (one in each area). 1940 = 10 labs (2 in each area). 1941-1942 = 15 labs (3 in each area). 1943-1945 (4 in each area).

2. Current war effort. You divide your war effort by 10 and scrap the fraction to see the man number of labs you can have. A war effort of 45 means max 4 labs. A war effort of 107 means max 10 labs etc.

The lowest number of 1 and 2 determines the max labs you can have. So if the current number of labs you have is lower than the max number then the war effort for the country is shown in green color. That makes it very simple to spot when e. g. the Allied countries increase their war effort enough to build another lab.

Please notice that the color only shows you're eligible to build more labs. You still need enough PP's to build them.
rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

GS version 1.03i beta (incremental) update.

Link: REMOVED.

This is an incremental update and must manually be applied (i.e., copied) over the top of a GS v1.02 install. You apply this update at your own risk. If you do not feel comfortable applying it or do not wish to implement the changes below then please stay with GS v1.02 or whichever version you have installed.

This update will NOT invalidate saved game; but, this update will cause a checksum error the first time a saved game started with version 1.03g or earlier is loaded by a player.

IMPORTANT: This update should only be applied to existing games either before activation of any of Hungary, Romania or Finland (i.e., before activation of any of these three countries) or after activation of all three of these countries.

Note: This incremental update includes all "beta" changes listed in this thread and since the release of GS v1.02.

Changes since last beta release. (For all changes included in this incremental beta release see items 1 - 35 posted throughout this thread.)

3-15-2010
35. Updated the resource panel to show a player if more labs are possible to purchase. If more labs can be purchased the war effort number will turn to green instead of white. Also, if you mouse over the number a tool tip will appear that will show the number of labs possible to build. This number is dependent upon current war effort and max labs per area in the current game year.

Image
Last edited by rkr1958 on Fri Mar 19, 2010 7:35 pm, edited 1 time in total.
Peter Stauffenberg
General - Carrier
General - Carrier
Posts: 4745
Joined: Sun Jul 08, 2007 4:13 pm
Location: Oslo, Norway

Post by Peter Stauffenberg »

We're about to make a v1.03j incremental patch. Hopefully it will be out later today

The following things are fixed.

1. Convoys occasionally not moving.

It seems we've finally nailed down this bug. The reason seems to have beent that when a convoy delivers its cargo it's removed from the map. That means the unit list becomes one shorter and the loop pointer points to the next convoy instead of the deleted one. So when the loop increments it goes to the convoy after the next. So one convoy is forgotten.

2. Axis supply in Africa is increased for the Tunis port.

The actual value is added to general.txt and set to 10. This means that the Axis will get 8 extra supply in northern Africa (10 instead of the regular 2 for the Tunis port). This allows the Axis to fight in Tunis to keep the Allies at bay for awhile. That was very hard before. Tunisia could more easily be supplied due to the proximity to Sicily.
richardsd
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1127
Joined: Sat Nov 03, 2007 5:30 am

Post by richardsd »

do you need to apply all previous incrementals first, or does the latest include all previous?
rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

richardsd wrote:do you need to apply all previous incrementals first, or does the latest include all previous?
rkr1958 wrote:Note: This incremental update includes all "beta" changes listed in this thread and since the release of GS v1.02.
rkr1958 wrote:This is an incremental update and must manually be applied (i.e., copied) over the top of a GS v1.02 install.
rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

GS version 1.03j beta (incremental) update.

Link: REMOVED.

This is an incremental update, which includes all incremental changes made since the official v1.02 release, and must be manually applied (i.e., copied) over the top of a GS v1.02 install. You apply this update at your own risk. If you do not feel comfortable applying it or do not wish to implement the changes below then please stay with GS v1.02 or whichever version you have installed.

This update will NOT invalidate saved game; but will cause a checksum error the first time it is used with a game saved with a previous version.

IMPORTANT: This update should only be applied to existing games either before activation of Hungary, Romania or Finland (i.e., before activation of any of these three countries) or after activation of all three of these countries.

Changes since last beta release. (For all changes included in this incremental beta release see items 1 - 37 posted throughout this thread and below.)

3-16-2010

36. Changed the supply status of the Tunis port to 10 so that axis units may hold out longer in North Africa by controlling Tunis.
37. Fixed a bug where allied convoys would halt for several turns.
Last edited by rkr1958 on Wed Mar 24, 2010 8:46 pm, edited 1 time in total.
BuddyGrant
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 225
Joined: Sat Apr 11, 2009 7:06 am

Post by BuddyGrant »

rkr1958 wrote: 37. Fixed a bug where allied convoys would halt for several turns.
Huge fix!
Peter Stauffenberg
General - Carrier
General - Carrier
Posts: 4745
Joined: Sun Jul 08, 2007 4:13 pm
Location: Oslo, Norway

Post by Peter Stauffenberg »

Yes. This bug has been in CEAW since v1.00 and nobody has understood the reason until now. It was a weird bug and it occured when a convoy delivered its cargo and was deleted. Then the list Units (all convoys) got one member less. So the counter variable (j) in the for next loop pointed to the next convoy in the list instead of the current. So when the counter was incremented it pointed to the next after the next convoy and the next convoy was bypassed.

We fixed this by decreasing the counter by 1 if the unit list became shorter than it was at the top of the loop.
massina_nz
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1137
Joined: Fri Dec 18, 2009 12:12 am
Location: Wellington, New Zealand

Post by massina_nz »

Borger and Paul, thanks for the mod for the unit upgrade visualisations. I've just started playing v1.03f on one of my pcs, and for some of my PBEM games, it's bloody fantastic. Makes it real easy to understand the impacts of the upgrade, and whether to upgrade or not. Keep up the great work.
Peter Stauffenberg
General - Carrier
General - Carrier
Posts: 4745
Joined: Sun Jul 08, 2007 4:13 pm
Location: Oslo, Norway

Post by Peter Stauffenberg »

I would say thanks too to those of you who suggested the updates we implemented. Many of them would never have been made without suggestions from you, e. g. like how you can now see the upgrade effects before you make the upgrade.
rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

Post deleted due to a later post.
Last edited by rkr1958 on Sat Mar 27, 2010 3:20 pm, edited 3 times in total.
gchristie
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 230
Joined: Thu Jan 28, 2010 8:02 pm
Location: Maine, USA

Post by gchristie »

Hello and thanks for all your good work to improve the game.

I'm a little confused though as to what happened to changes 38 through 53? Been following the change log in the 1.03 betas and there seems a gap between the two posts below:

GS version 1.03j beta (incremental) update.
3-16-2010

36. Changed the supply status of the Tunis port to 10 so that axis units may hold out longer in North Africa by controlling Tunis.
37. Fixed a bug where allied convoys would halt for several turns.

GS v1.04 (incremental) pre-release. (posted March 23rd)
Changes since last release. (The full change log for v1.04 are items 1-59 listed throughout this thread.).

3-17-2010

54. Updated the mini map to be easier on the eyes.

55. Updated the GS player’s manual to align with GS v1.04.

Am I overlooking something?

Regards
rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

gchristie wrote:Hello and thanks for all your good work to improve the game.

I'm a little confused though as to what happened to changes 38 through 53? Been following the change log in the 1.03 betas and there seems a gap between the two posts below:

GS version 1.03j beta (incremental) update.
3-16-2010

36. Changed the supply status of the Tunis port to 10 so that axis units may hold out longer in North Africa by controlling Tunis.
37. Fixed a bug where allied convoys would halt for several turns.

GS v1.04 (incremental) pre-release. (posted March 23rd)
Changes since last release. (The full change log for v1.04 are items 1-59 listed throughout this thread.).

3-17-2010

54. Updated the mini map to be easier on the eyes.

55. Updated the GS player’s manual to align with GS v1.04.

Am I overlooking something?

Regards
I don't know either. Probably a misnumbering error on my part. I'll post the entire change log when I get home for work later today.
Aryaman
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 833
Joined: Mon Nov 16, 2009 3:12 pm

Post by Aryaman »

Hi
I have to say the GS is a wonderful work, I bought the game just one month ago and I am enjoing it inmensely.

I would like to suggest one modification, presently in order to get full supply in France after Overlord, an Allied commander need to secure Paris, but historically supply came from abroad, and the key to improve the supply situation was to take the large ports of Antwerp and Rotterdam, so my suggestion would be to make the center of Allied supply in Western Europe the city of Hague, with its port of Rotterdam, instead of Paris, that would represent much better the supply difficulties the Allies experienced in that campaign.
rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4264
Joined: Wed Dec 12, 2007 2:20 am

Post by rkr1958 »

Post deleted due to a later post.
Last edited by rkr1958 on Sat Mar 27, 2010 3:20 pm, edited 5 times in total.
trulster
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Thu Sep 03, 2009 2:20 pm
Location: London

Post by trulster »

Thx for updates! Would it be possible to have a toggle between the old blue/red and the new multicolor unit dots on the world map? Ie number 17 of changes.

Or maybe there is a single file I can copy and then put on top of the GS update again to preserve the red/blue colours?
Post Reply

Return to “MILITARY HISTORY™ Commander - Europe at War : General Discussion”