Patch 1.06 Feedback

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

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Magpius
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Patch 1.06 Feedback

Post by Magpius »

Great job folks.
Downloaded from Matrix, no problems.
Strange that tutorial setting back to newbie, and hi-low machine specs. checked again.
but WOW
what a difference in speed.
Game loads in a fraction of the time, and units move smoothly across the map.
also, although having seen the screenshots, I'm now seeing those cute little zzz's of my slumbering units.
-I'm looking forward to see the impact now on gameplay.

thanks again.
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Post by firepowerjohan »

The best patch so far? 8)
Johan Persson - Firepower Entertainment
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Post by Panzer987 »

Assuming v1.05 beta and 1.06 are the same, than it is clearly the best patch thus far. I had to go back to 1.05 as 1.06 seemed to create some unique problems on my system.
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Post by borsook79 »

firepowerjohan wrote:The best patch so far? 8)
I've not played anything ealier than 1.04 but 1.05/6 made the game, much, much enjoyable. If only it would be possible to tweak the AI a bit.... other than that I'd say CEAW has reached a state near to perfection. Great job Johan!
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Post by firepowerjohan »

Borsook wrote:
firepowerjohan wrote:The best patch so far? 8)
I've not played anything ealier than 1.04 but 1.05/6 made the game, much, much enjoyable. If only it would be possible to tweak the AI a bit.... other than that I'd say CEAW has reached a state near to perfection. Great job Johan!
Great and THANKS, now go tell the world ;)
Johan Persson - Firepower Entertainment
Lead Developer of CEAW, CNAW and World Empires Live (http://www.worldempireslive.com)
borsook79
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Post by borsook79 »

firepowerjohan wrote: Great and THANKS, now go tell the world ;)
I will and am doing that, don't worry. Although it would be a bit easier if there were a demo ;)
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Magpius
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Question

Post by Magpius »

At the start of the 1939 Scenario, there is a lone, immovable, German Corps unit 5 hexes north of Leningrad.
Is this a glitch? Should the unit belong to Finland?
At the moment it looks a bit like a shag on a rock.
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Re: Question

Post by firepowerjohan »

Agent_Smith wrote:At the start of the 1939 Scenario, there is a lone, immovable, German Corps unit 5 hexes north of Leningrad.
Is this a glitch? Should the unit belong to Finland?
At the moment it looks a bit like a shag on a rock.
Meant to be by scenario creator Kurt. Game allows foreign units to be placed in a country not yet at war. For example, some UK units start in Iraq and some USSR units start just across Iranian border to be able to hold mountains against Axis rush.
Johan Persson - Firepower Entertainment
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borsook79
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Re: Question

Post by borsook79 »

Agent_Smith wrote:At the start of the 1939 Scenario, there is a lone, immovable, German Corps unit 5 hexes north of Leningrad.
Is this a glitch? Should the unit belong to Finland?
At the moment it looks a bit like a shag on a rock.
When the Continuation War between Finland and USSR begun Germany sent a corps there, this unit probably represents this.
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Post by Magpius »

Thought that might be the case.
my knowledge of WW2 history is not all that exhaustive.
But I'm still puzzled while playing as allies in the '39 scenario, why I can't ship the garrison out of Halifax, Canada, and my troops in Cyrenaica are unable to move.
Are they awaiting an event trigger? (as Poland has not yet fallen).
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Post by rkr1958 »

Agent_Smith wrote:Thought that might be the case.
my knowledge of WW2 history is not all that exhaustive.
But I'm still puzzled while playing as allies in the '39 scenario, why I can't ship the garrison out of Halifax, Canada, and my troops in Cyrenaica are unable to move.
Are they awaiting an event trigger? (as Poland has not yet fallen).
In v1.06 you can't transport any garrisons. They can only travel by land/rail.
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Post by Peter Stauffenberg »

Agent_Smith wrote:Thought that might be the case.
my knowledge of WW2 history is not all that exhaustive.
But I'm still puzzled while playing as allies in the '39 scenario, why I can't ship the garrison out of Halifax, Canada, and my troops in Cyrenaica are unable to move.
Are they awaiting an event trigger? (as Poland has not yet fallen).
Egypt is a separate country now and it won't join the Allies until the same time Italy join the Axis. So the British troops will not be able to be moved until Italy join the Axis. This rule and the new rule that garrisons can't be transported is probably introduced to prevent the Allies from emptying Africa before Italy join the Axis. Those extra troops in France will make it very hard for the Germans to take France before July 1940.

I think this is a good change before the different units in Africa (and the Halifax garrison) were meant to protect their own country and not sail to France to delay the fall of France.

The only side effect I don't like is that the garrisons of Gibraltar and Malta can't leave. It's not possible to disband the garrisons either so these hexes can't be used as Allied airbases later in the war. I usually sent a tac air to Gibraltar just prior to Operation Torch so it could help the invasion of Algiers. Malta is an important airbase for a fighter before the Allies invade Sicily or Tunis. I have solved this, however, by changing the garrisons in Gibraltar and Malta into corps units and added house rules so they can't leave until specific events (like USA join the Allies or the Allies capture Tripoli).
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Post by rkr1958 »

Stauffenberg wrote:Egypt is a separate country now and it won't join the Allies until the same time Italy join the Axis. So the British troops will not be able to be moved until Italy join the Axis. This rule and the new rule that garrisons can't be transported is probably introduced to prevent the Allies from emptying Africa before Italy join the Axis. Those extra troops in France will make it very hard for the Germans to take France before July 1940.
One way to discourage the British player from emptying Africa in order to defend to France is to mod the game such that an Italian DOW results if British troop levels drop to low in Africa. This threshold could even be probabilistic and "rolled" on each turn. I don't know if this easily doable from a programmer's point of view.
Stauffenberg wrote:The only side effect I don't like is that the garrisons of Gibraltar and Malta can't leave. It's not possible to disband the garrisons either so these hexes can't be used as Allied airbases later in the war.
Another side effects I don't like about being able to not transport garrisons is that I used to use a garrison to guard Norway after conquest. I'd pull out the two infantry corps used to conquer and replace those a garrison. Now I can't do that since that can't be transported.

Also, you can't use US garrisons in Europe / Africa.
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Post by Ryben »

rkr1958 wrote:Another side effects I don't like about being able to not transport garrisons is that I used to use a garrison to guard Norway after conquest. I'd pull out the two infantry corps used to conquer and replace those a garrison. Now I can't do that since that can't be transported.
This could really be a problem but only if playing against other human player since the AI never bothers to invade Norway, Sweden or Denmark even if you leave it undefended :(

Same for Italy...

Also the same for the west coast of France...

Silly AI... :x
Last edited by Ryben on Fri Mar 21, 2008 3:07 pm, edited 1 time in total.
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Post by borsook79 »

rkr1958 wrote:In v1.06 you can't transport any garrisons. They can only travel by land/rail.
I must say I have my doubts about this change, I think I prefered the up to 1.05 approach. Esp for the Axis this is very strange, not being able to garrison Norway or Africa... This is not a problem in SP but in MP this makes for a strange choice, either you keep 2-3 corps in Norway (the cost of which makes capturing Norway not worth it) or you risk that it'll be retaking without a fight (again this makes attack on Norway not worth the costs).
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Post by firepowerjohan »

That is why we merged Norweigan abstracted Iron Ore route (from Sweden) into Oslo so that you now only need to defend Oslo+Bergen with 2 corps instead of using 3 units to protect Oslo+Bergen+Mine.
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Post by borsook79 »

firepowerjohan wrote:That is why we merged Norweigan abstracted Iron Ore route (from Sweden) into Oslo so that you now only need to defend Oslo+Bergen with 2 corps instead of using 3 units to protect Oslo+Bergen+Mine.
But that's still the cost of 70 PP just to keep them from being taken by a surprize attack. When Norway brings the Axis player more than 70 PPs it will be a bit too late, they can be better spend in preparations for Barbarossa... Not to mention that this makes the gameplay ahistorical, Germany never kept any serious forces in Norway...
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Post by Peter Stauffenberg »

Borsook wrote:Not to mention that this makes the gameplay ahistorical, Germany never kept any serious forces in Norway...
That's not entirely true. Germany had more than 350.000 troops stationed in Norway at the end of the war in 1945. Norway was in fact the most heavily fortified occupied country during WW2. Look here for details:

http://en.wikipedia.org/wiki/Occupation ... zi_Germany
http://www.feldgrau.net/phpBB2/viewtopi ... 73100538e4
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Post by borsook79 »

Stauffenberg wrote:
Borsook wrote:Not to mention that this makes the gameplay ahistorical, Germany never kept any serious forces in Norway...
That's not entirely true. Germany had more than 350.000 troops stationed in Norway at the end of the war in 1945. Norway was in fact the most heavily fortified occupied country during WW2. Look here for details:

http://en.wikipedia.org/wiki/Occupation ... zi_Germany
http://www.feldgrau.net/phpBB2/viewtopi ... 73100538e4
Indeed, 3 corps... I'd never thought. Anyway setting aside historical argument I'm still afraid that in MP games in 1.06 invasions of Norway (which are fun) will be almost non-existant.
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Post by Redpossum »

Well, as usual, I'm going to be the odd man out here :(

For me, v1.06 is very much a disappointment, displaying several bugs and annoying behaviors which were not present in v1.04

As well, v1.06 is clunky, laggy, and sometimes just locks up completely for anywhere from 10 to 30 seconds. Particularly in scrolling I notice the difference. v1.04 scrolled very smoothly for me, but v1.06 is laggy and jerky, which gets incredibly annoying after a while.

After I have been running the game for 10 minutes or so, the game starts making an annoying little "clunk" noise at the end of every sound file it plays. Which is every time I move a unit!

Yes, I know what it sounds like, but I do have a gig of RAM, and I'm running the game with the exact same settings I used with v1.04

v1.06 just feels like unoptimised code, whereas v1.04 had a very smooth and polished feel to it.

Is it possible that something in the new Java update a few days ago caused a CEAW problem?

Windows XP Pro, SP2
Pentium 3.4ghz CPU
1 gig system RAM
NVidia GeForce 7600 GT

The thing I keep coming back to is the fact that v1.04 ran just fine on the same box with the same settings.
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