The next patch will probably be 10.0.0
I don't mind leaving 9.2.5 available as a "legacy" patch on the FTP if you guys need it?
I'm guessing most of you using this updated data are on installer version rather than steam?
OoB v9.2.5 - Fixes & Tweaks
Moderators: The Artistocrats, Order of Battle Moderators
Re: OoB v9.2.5 - Fixes & Tweaks
February 5th, 2023, v10
Fixed the submarines' battery-recharge
DL in post#1 as always.
That was a silly oversight of mine that the game still added the left-over charge to the base value. The subs always recharge now to their base value no matter if you let them resurface manually or when they are forced to surface at 0 charge.
AFAIC, only the German XXI has a charge of 5 while the rest has 3 in vanilla.
I have tested again the naval AA and haven't seen AI battleships firing on planes on the move.
During my test, I lured them with own battleships in the path of recon units where they didn't fire on anything.
I suggest to update to v10, as I'm not sure anymore if some pre-reverted changes to this switching madness could have allowed firing in the past.
Should be no big deal to switch ground units to whatever mode before you move. That's a drill we should learn before someone else got an idea how to change/fix this properly in the code.
About the mine damage: should it really be increased more than 3.4 for both sides on ambush?
I felt 3.4 was already expensive enough for my impatient late-war 5-star heavy tank units.
I think the 3.4 ambush damage works fine enough together with the regular brute-force method which also clears 3.4 strength per action.
A minefield still serves fine as blocker and detour even if it is already detected.
I don't think it's wise to add the AI engineer mine-clearing method to anything else than the Move-to-Hex order either, as it could only provoke the AI too easily to clear its "own" minefields.
Guys, just be patient when the patch arrives. You'll survive a week or two without the mod until I get everything working again.
I hope to save some work on the fixes part, but at least the tweaks will surely see a comeback, as long as no one is preventing me to do so.
Fixed the submarines' battery-recharge
DL in post#1 as always.
That was a silly oversight of mine that the game still added the left-over charge to the base value. The subs always recharge now to their base value no matter if you let them resurface manually or when they are forced to surface at 0 charge.
AFAIC, only the German XXI has a charge of 5 while the rest has 3 in vanilla.
I have tested again the naval AA and haven't seen AI battleships firing on planes on the move.
During my test, I lured them with own battleships in the path of recon units where they didn't fire on anything.
I suggest to update to v10, as I'm not sure anymore if some pre-reverted changes to this switching madness could have allowed firing in the past.
Should be no big deal to switch ground units to whatever mode before you move. That's a drill we should learn before someone else got an idea how to change/fix this properly in the code.
About the mine damage: should it really be increased more than 3.4 for both sides on ambush?
I felt 3.4 was already expensive enough for my impatient late-war 5-star heavy tank units.
I think the 3.4 ambush damage works fine enough together with the regular brute-force method which also clears 3.4 strength per action.
A minefield still serves fine as blocker and detour even if it is already detected.
I don't think it's wise to add the AI engineer mine-clearing method to anything else than the Move-to-Hex order either, as it could only provoke the AI too easily to clear its "own" minefields.
Guys, just be patient when the patch arrives. You'll survive a week or two without the mod until I get everything working again.
I hope to save some work on the fixes part, but at least the tweaks will surely see a comeback, as long as no one is preventing me to do so.
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- 2nd Lieutenant - Panzer IVF/2
- Posts: 652
- Joined: Sun Feb 10, 2019 11:10 am
Re: OoB v9.2.5 - Fixes & Tweaks
Having just drove my tanks over a minefield, I also think 3.4 is enough losses: a unit would realistically stop dead in its tracks before losing more than 33% of its combat strength in a minefield.
Re: OoB v9.2.5 - Fixes & Tweaks
Yep, while western tanks had usually adequate radio communication, eastern tanks usually lacked them until '43.StuccoFresco wrote: ↑Sun Feb 05, 2023 5:47 pm Having just drove my tanks over a minefield, I also think 3.4 is enough losses: a unit would realistically stop dead in its tracks before losing more than 33% of its combat strength in a minefield.
Without radio, it's plausible that that plenty tanks, especially with loud diesel engine, ran into mines until a flag is waved from the command tank. The commander's view from eastern tanks were usually terrible as well for a useful all-around vision.
It's a little gamerish annoyance that I think works fine as it is tweaked now wihout shedding too many tears about it.
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- Field Marshal - Elefant
- Posts: 5959
- Joined: Mon Aug 15, 2011 12:48 pm
- Location: the land of freedom
Re: OoB v9.2.5 - Fixes & Tweaks
Would changing the number of the next patch to v10.0.0 mean a big update ?
Re: OoB v9.2.5 - Fixes & Tweaks
The central bit is that we're planning to move oob to the latest version of our pbem software. That's major enough to warrant the update number change, but we'll be tinkering with a few other things too