GSv2.10 Change Log (To-Date)

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

Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core

Cybvep
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Post by Cybvep »

Historically, the industry was moved because of the German attack, not because 1941 was so magical. It shouldn't be moved if the USSR is not attacked.
rkr1958
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Post by rkr1958 »

72. Fixed a bug where the allies lost efficiency in severe winter.
73. Fixed several typos in message_nor.txt file.
74. Fixed the bug about Allied efficiency loss in severe winter showing same value as Axis.
75. Fixed several typos in message_nor.txt.
76. Made Switzerland pro-Axis if Axis AI. This ensures Germany won’t waste effort attacking Switzerland
77. Divided chance to spawn partisans by 3 in AI games. This should cancel out the increased partisan spawns in AI games so the spawn rate is about the same as in regular games.
78. Fixed a bug regarding languages other than English not creating unit names when units are deployed. This was caused by the unit type being stored in local language to show content in transports and transportation loops in the correct language. So that fix created a bug about unit names. No longer does the code compare to English names for the unit types, but to the one in the message file.
79. Fixed the bug that Axis units got less efficiency after severe winter begun than they should have. This was caused by a bug in the formula giving the Axis 8 less max efficiency than they should have had.
80. Reduced the average number of severe winter turns from 6 to 5.
81. Fixed a bug where the Russians were losing efficiency due to severe winter loss. Now their units won’t lose anything.
82. Fixed a critical bug where in certain rare, but possible cases, the game would hang during the convoy movement phase.
83. Fixed a long time and inhered but in the decideWhereToMove method that speeds up AI play significantly.
84. Added code so German units will have supply level 4 in most of Russia at the start of January 1942 when the supply penalty distance is increased. Before they only got it after their first January turn because the supply levels are updated at the end of a turn.
85. Changed automatic naming of US bombers to Bombardment Wing (M) and Bombardment Wing (H). Updated all scenarios with the new US bomber names.
86. Updated the 1942, 1943 and 1944 and replaced 1, 2 and 3 UK units with US units to reflect that USA would get convoys with PP’s from the southern convoy instead of UK. This would make USA stronger at the expense of UK and that seems more right.
87. Updated version number in all message files.
88. Added to a fix to a null pointer exception that would under certain conditions cause the game to hang.
89. Allied units can’t enter, unload, advance or retreat into core Russian hexes unless Russia has surrendered.
90. A ground unit can’t attack if it ends it move adjacent to a previously unspotted unit.
91. Made the following tweaks to Northern Europe weather
a. NORTH_MUD_CHANCE_NOVEMBER 40
b. NORTH_WINTER_CHANCE_NOVEMBER 50
c. Mud is reduced from 50 to 40 to give a 10% chance for fair weather
d. Severe winter chance in November
i. SEVERE_WINTER_CHANCE_NOVEMBER 10 /* Percentage change the Russian severe winter will start in November if it didn't start earlier */
ii. Reduced from 25 to 10
e. Severe winter duration
i. /* Variation of severe winter length */
ii. CHANGE_FOR_DURATION 60 /* 0..100. Accumulated chance that length = WINTER_DURATION. % chance = 60 */
iii. CHANCE_FOR_DURATION_MINUS_1 80 /* 0..100. Accumulated chance that length = WINTER_DURATION - 1. % chance = 20 */
iv. CHANCE_FOR_DURATION_MINUS_2 90 /* 0..100. Accumulated chance that length = WINTER_DURATION - 2. % chance = 10 */
v. CHANCE_FOR_DURATION_PLUS_1 100 /* 0..100. Accumulated chance that length = WINTER_DURATION + 1. % chance = 10 */
vi. Reduced from 70 to 60 change for duration. Increased from 15 to 20 for duration -1 and increased from 5 to 10 for duration -2
92. Max Russian Guards reduced a bit for these years:
a. MAX_GUARDS_1941 2 /* Max number of Guards units allowed on the map in 1941 */
b. MAX_GUARDS_1942 7 /* Max number of Guards units allowed on the map in 1942 */
c. MAX_GUARDS_1943 9 /* Max number of Guards units allowed on the map in 1943 */
93. German SS units increased for these years:
a. MAX_SS_1943 5 /* Max number of SS units allowed on the map in 1943 */
b. MAX_SS_1944 8 /* Max number of SS units allowed on the map in 1944 */
c. MAX_SS_1945 10 /* Max number of SS units allowed on the map in 1945 */
94. Reduced UK HG (home guard) requirement from 10 to 8, but will only count units in Britain and not in Canada:
a. UK_HOME_GUARD_UNITS_REQUIRED 8 /* Number of land units needed in core UK territory */
b. Added a UK max morale loss of 5 per UK land unit less than 8 in Britain (including Scapa Flow and Belfast).
c. This max morale loss is reduced by 10 for each of USSR joins allies, USA joins the allies and Italy is neutral or conquered
95. The northern convoy is sent to Halifax as a UK convoy instead of a Russian convoy if London and Liverpool are Axis controlled.
96. Allied naval unit presence in the Atlantic is now required at all times and not only when London is allied controlled as before. So the Allies can’t afford to lose the RN in Sealion and later.
97. Added Manpower loss per point of railcap captured by enemy:
a. /* Manpower % loss per railcap point captured by enemy. 0 = No loss */
i. MANPOWER_LOSS_PER_POINT_GERMANY 10
ii. MANPOWER_LOSS_PER_POINT_ITALY 30
iii. MANPOWER_LOSS_PER_POINT_UK 10
iv. MANPOWER_LOSS_PER_POINT_FRANCE 30
v. MANPOWER_LOSS_PER_POINT_USA 10
vi. MANPOWER_LOSS_PER_POINT_USSR 5
b. You don't lose absolute manpower by losing railcar cities. Instead you lose manpower generation. So the percentage will be the same. E. g. Russia generates about 18 manpower per turn. When Moscow falls they will only generate 14 per turn. So you lose about 4*18 = 76 manpower per year for not having Moscow. That means almost 8 corps units. The manpower pool is manpower already collected and you don't lose that. We could do it, but then it would be disastrous to lose e. g. Moscow. Then with 1600 manpower you lose 20% from losing Moscow and drop to 1280. That means losing 320 immediately and 76 each year. It will drop the percentage from above 75 to almost 50. That's too severe
98. Added the following lab build restrictions.
a. To build the first 3rd lab in a research area you need 3 other research areas with at least 1 lab.
b. To build the second 3rd lab in a research area you need 3 other research areas with at least 2 labs or 4 other research areas with at least 1 lab.
99. Removed some obsolete code in unit.class regarding BB’s with ground attack 1. The code updated it to 2 changed before GS v2.0).
100. Made the following changes to the Axis AI:
a. Axis supplypoints in North Africa increased by 10
b. EXTRA_AXIS_SUPPLY_IN_AFRICA 10 /* AI Axis units increase the supply points in Africa by this value */
c. Extra Axis units in Libya
d. ADD_DAK_IN_LIBYA 1 /* 0 = no spawn. 1 = German armor spawned in Libya near Benghazi */
e. ADD_FIGHTER_IN_LIBYA 1 /* 0 = no spawn. 1 = German fighter spawned in Libya near Benghazi */
f. ADD_TAC_BOMBER_IN_LIBYA 1 /* 0 = no spawn. 1 = German tactical bomber spawned in Libya near Benghazi */
g. EXTRA_GERMAN_CORPS_IN_LIBYA 2 /* 0 = no spawn. Number of units spawn in Libya near Benghazi */
h. UNITS_IN_LIBYA_SPAWN_TURN 28 /* February 22nd 1941 */
i. Extra German units in East Prussia from turn 1
i. ADD_GERMAN_FIGHTER_EAST_PRUSSIA 1 /* 0 = no spawn. 1 = one extra fighter will spawn on turn 1 in East Prussia */
ii. ADD_GERMAN_TAC_BOMBER_EAST_PRUSSIA 1 /* 0 = no spawn. 1 = one extra tac bomber will spawn on turn 1 in East Prussia */
j. Extra German unit near Wilhelmshaven
i. ADD_GERMAN_ARMOUR_WILHELMSHAVEN 1 /* 0 = no spawn. 1 = one extra tac bomber will spawn on turn 1 near Wilhelmshaven */
ii. ARMOUR_WILHELMSHAVEN_SPAWN_TURN 10 /* February 28th 1940 */
k. Extra German units for Barbarossa
i. EXTRA_GERMAN_MECH_BARBAROSSA 2 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
ii. EXTRA_GERMAN_CORPS_BARBAROSSA 4 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
iii. EXTRA_GERMAN_ARMOUR_BARBAROSSA 1 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
iv. EXTRA_GERMAN_TAC_BOMBER_BARBAROSSA 1 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
v. EXTRA_GERMAN_FIGHTER_BARBAROSSA 1 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
vi. BARBAROSSA_UNITS_SPAWN_TURN 31 /* April 23rd 1941 */
l. Automatic DoW upon Norway and Denmark with German garrisons in all cities
i. AXIS_AUTOMATIC_DOW_NORWAY_DENMARK 1 /* 0 = no automatic DoW. 1 = Germany will get garrisons in each Norwegian and Danish city in April 1940 */
ii. DOW_NORWAY_DENMARK_TURN 12 /* April 8th 1940 /*
m. Reduced on-map strength for some countries. This will make it easier for the Axis AI to get anywhere with the DoW
i. REDUCED_STRENGTH_DUTCH_FORCES 2 /* Reduced strength of on-map Dutch forces if Axis AI */
ii. REDUCED_STRENGTH_BELGIAN_FORCES 2 /* Reduced strength of on-map Belgian forces if Axis AI */
iii. REDUCED_STRENGTH_POLISH_FORCES 5 /* Reduced strength of on-map Polish forces if Axis AI */
iv. REDUCED_STRENGTH_GREEK_FORCES 4 /* Reduced strength of on-map Greek land forces if Axis AI */
v. REDUCED_STRENGTH_YUGOSLAVIAN_FORCES 4 /* Reduced strength of on-map Yugoslavian forces if Axis AI */
vi. REDUCED_STRENGTH_RUSSIAN_GARRISONS 5 /* Reduced strength of on-map Russian garrisons if Axis AI */
vii. REDUCED_STRENGTH_RUSSIAN_CORPS 3 /* Reduced strength of on-map Russian garrisons if Axis AI */
viii. REDUCED_STRENGTH_RUSSIAN_MECH 2 /* Reduced strength of on-map Russian garrisons if Axis AI */
ix. REDUCED_STRENGTH_FRENCH_GARRISONS 5 /* Reduced strength of on-map Russian garrisons if Axis AI */
x. REDUCED_STRENGTH_FRENCH_CORPS 3 /* Reduced strength of on-map Russian garrisons if Axis AI */
xi. REDUCED_STRENGTH_FRENCH_MECH 2 /* Reduced strength of on-map Russian garrisons if Axis AI */
n. Fixed an AI bug where it would not DoW USSR early enough. The reason is that we’ve moved the automatic join time by 7 months to May 1942. The AI will increase the chance for DoW the closer the Axis is to the automatic join date. So 7 months was subtracted from the calculations for USSR.
o. Added code so the AI will not DoW a country if the country has non-fair weather. That prevents the AI from fighting in mud
p. Added code to make it impossible for the AI to DoW Denmark and Norway if they get these countries automatically in April 1940.
Last edited by rkr1958 on Fri Sep 09, 2011 12:16 pm, edited 1 time in total.
barteksanok
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Post by barteksanok »

Could i ask about such thing:
why losses of polish, dutch, belgian, danish and norwegian armies are not counted in the chart?
So losses of minor axis countries like Romania, Hungary and Bulgaria are not counted either?
rkr1958
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Post by rkr1958 »

barteksanok wrote:Could i ask about such thing:
why losses of polish, dutch, belgian, danish and norwegian armies are not counted in the chart?
So losses of minor axis countries like Romania, Hungary and Bulgaria are not counted either?
I'm sorry but I'm not following you. Which chart are you referring to?
pk867
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Post by pk867 »

I believe the casualties panel in the game.
barteksanok
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Post by barteksanok »

Sorry, for my english.
I had in mind the "casualties panel" as wrote pk867.
Peter Stauffenberg
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Post by Peter Stauffenberg »

The reason is that we use the casualties data for evaluation of game balance. Then we need to know the casualties for each major power without adding minor power casualties to the statistics. E. g. most "UK" casualties in the chart used to be Polish, Belgian, Dutch and Danish casualties. So it was actually hard to know how much the British were weakened by supporting France. We had to write down the casualties from the minors so we could deduct it when we made the Fall of France statistics. Now we can just read the charts to compare games to each other.
barteksanok
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Post by barteksanok »

Right know everything clear to me! :-)
Thanks a lot for explanation :-)
Kragdob
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Post by Kragdob »

rkr1958 wrote:b. You don't lose absolute manpower by losing railcar cities. Instead you lose manpower generation. So the percentage will be the same. E. g. Russia generates about 18 manpower per turn. When Moscow falls they will only generate 14 per turn. So you lose about 4*18 = 76 manpower per year for not having Moscow. That means almost 8 corps units. The manpower pool is manpower already collected and you don't lose that. We could do it, but then it would be disastrous to lose e. g. Moscow. Then with 1600 manpower you lose 20% from losing Moscow and drop to 1280. That means losing 320 immediately and 76 each year. It will drop the percentage from above 75 to almost 50. That's too severe
So this means that if e.g. UK had 420 manpower and it looses London than it remains at 420 but the increase will be slower?

Seems strange to me. If I loose UK or many important Soviet cities than I still have the same manpower? Where do these conscripts come from then? Seems logical that if Soviets loose Moscow (now around 20% of Russia population) than its existing manpower should be reduced as well. I agree that percentage should remain the same.
Kragdob
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Post by Kragdob »

Is this possible to have for each units following stats visible (can be a tooltip):
=> current experience
=> number of killed steps(units)
=> number of steps lost

Would be good for stat-maniacs like me 8)

Another nice to have would be the possibility to 'refill' experienced unit with high quality conscripts (so you do not loose experience already gained) at the higher cost. This can be hard to code though.
rkr1958
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Post by rkr1958 »

Kragdob wrote:So this means that if e.g. UK had 420 manpower and it looses London than it remains at 420 but the increase will be slower?
Yes, that is correct.
Kragdob wrote:Seems strange to me. If I loose UK or many important Soviet cities than I still have the same manpower? Where do these conscripts come from then?
The Conscripts (also recruits and volunteers) would come from the refugees that fled to friendly cities.
Kragdob wrote:Seems logical that if Soviets loose Moscow (now around 20% of Russia population) than its existing manpower should be reduced as well. I agree that percentage should remain the same.
Look at Leningrad and Stalingrad. Of the civilian population left there during the sieges; how many were men of fighting age? I dare say not many.
Kragdob wrote:Is this possible to have for each units following stats visible (can be a tooltip):
=> current experience
=> number of killed steps(units)
=> number of steps lost

Would be good for stat-maniacs like me Cool
This is possible for future builds but not in the cards for the current update.

Kragdob wrote:Another nice to have would be the possibility to 'refill' experienced unit with high quality conscripts (so you do not loose experience already gained) at the higher cost. This can be hard to code though.
We already have this. From the GS user's manual,
87.1. Ground units
Ground units per attack gain 6 XP points for attacks on other ground
units and 3 for attacks on air units. On defense they gain 4 XP points
versus defense against other ground units, 4 XP versus defense against
air and 2 XP version defense against naval. Ground units lose no
experience for repair (i.e., reinforcement) at 8-steps or 9-steps and lose
a flat 5 XP points per step; otherwise. For example, a ground unit is
at 5-steps and repairs back to 10-steps.
antonio1998
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Post by antonio1998 »

any news about this game??????????????????????????I am curious
rkr1958
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Post by rkr1958 »

antonio1998 wrote:any news about this game??????????????????????????I am curious
Still working through with beta testing on the patch (i.e., GSv2.1).
enric
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Post by enric »

will be fixed the bug that keeps the PBEM.data file open even after quitting the game? (Mac OS versions).
Toby42
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Post by Toby42 »

Will this update install over 2.0, or will you have to un-install 2.0?
Tony
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