OoB v9.2.5 - Fixes & Tweaks

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Shards
Slitherine
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Re: OoB v9.2.5 - Fixes & Tweaks

Post by Shards »

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?
Horst
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
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Re: OoB v9.2.5 - Fixes & Tweaks

Post by Horst »

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.
StuccoFresco
2nd Lieutenant - Panzer IVF/2
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Re: OoB v9.2.5 - Fixes & Tweaks

Post by StuccoFresco »

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.
Horst
Brigadier-General - 15 cm Nblwf 41
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Re: OoB v9.2.5 - Fixes & Tweaks

Post by Horst »

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.
Yep, while western tanks had usually adequate radio communication, eastern tanks usually lacked them until '43.
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.
bru888
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Re: OoB v9.2.5 - Fixes & Tweaks

Post by bru888 »

Thanks for everything, Horst.
- Bru
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Re: OoB v9.2.5 - Fixes & Tweaks

Post by terminator »

Would changing the number of the next patch to v10.0.0 mean a big update ?
Shards
Slitherine
Slitherine
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Re: OoB v9.2.5 - Fixes & Tweaks

Post by Shards »

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
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