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Re: v1.13 Change Log
Posted: Sat Feb 09, 2013 9:47 am
by bebro
boredatwork wrote:
Failing that, and given that it is purely cosmetic (assuming disbanding a 0 str unit return no prestige?) and has proven popular (see thread with poll) I would suggest making reform units the default rule and then replacing it with a "perma death" or 'Ironman" cheat code to achieve the current opposite effect.
Just to avoid the same debate later I'd suggest to make it a game option instead of a cheat if it gets introduced

Re: v1.13 Change Log
Posted: Sat Feb 09, 2013 11:08 am
by Longasc
The quality of 1.13 is excellent, I found no bug/typo or any other problem so far in the ENGLISH version.
The German version has some minor translation issues, many were already mentioned in this thread.
I noticed the odd translation "Kernfelder" for "Core Units" (Kernfelder means "Core Fields" and rather confusing/odd) and suggest to replace it with "Kerneinheiten".
Re: v1.13 Change Log
Posted: Sat Feb 09, 2013 11:12 am
by Longasc
boredatwork wrote:Adding my voice to the advanced option tab suggestion, particularly for reformed units.
I would like this, too. The suggested ability to "reform" destroyed units was
immensely popular in the survey.
I am not sure if this feature is in 1.13 already? I have not lost a unit during testing yet, but did so during my 1.12 non-beta Afrika Korps campaign and would really like to reform my poor Recon unit. It survived for 5 scenarios and was very successful, that's quite impressive for a recon unit and it really deserves to be reformed!

Re: v1.13 Change Log
Posted: Sat Feb 09, 2013 12:25 pm
by Kamerer
Going to play some of an older GCE (42) this weekend to test it. I just spent a few minutes with it and noticed:
a) Deployment weather state is great, though it shows "forecast" as still dry and sunny all the time, though; possibly to make it accurate, too?
b) Per-turn Prestige in Tooltip is also great! But it is showing the same prestige regardless of level - e.g., Rommel shows the same as Field Marshall and others. Not a crisis, more experienced users unlocking will likely not have a big deal with it.
Looking forward to many of these changes!
Re: v1.13 Change Log
Posted: Sat Feb 09, 2013 3:34 pm
by Rudankort
Longasc wrote:
The quality of 1.13 is excellent, I found no bug/typo or any other problem so far in the ENGLISH version.
The German version has some minor translation issues, many were already mentioned in this thread.
I noticed the odd translation "Kernfelder" for "Core Units" (Kernfelder means "Core Fields" and rather confusing/odd) and suggest to replace it with "Kerneinheiten".
In 1.13 I did not change any german text, only added a couple of new strings required by new 1.13 features. So, "Kernfelder" should have been used in previous versions too. But if you guys think this must be changed - no problem with me.
Re: v1.13 Change Log
Posted: Sat Feb 09, 2013 8:23 pm
by zappel
IainMcNeil wrote:- When both movement and attack is possible to a certain hex, the player can now choose movement or attack using ground/air switch.
...
- Added hotkey for Switch: W
The hotkey worked but how do I change from movement to attack mode? If the 8,8 is in AA-mode only movement is available. After switching the mode to AT, the fighter also cannot be attacked. What am I doing wrong? What does "ground/air switch" mean?

- AA mode (image cut in the middle to show both: unit and available buttons)
- AAMode.png (144.02 KiB) Viewed 4548 times
Re: v1.13 Change Log
Posted: Sat Feb 09, 2013 8:36 pm
by zappel
Rudankort wrote:Longasc wrote:
The quality of 1.13 is excellent, I found no bug/typo or any other problem so far in the ENGLISH version.
The German version has some minor translation issues, many were already mentioned in this thread.
I noticed the odd translation "Kernfelder" for "Core Units" (Kernfelder means "Core Fields" and rather confusing/odd) and suggest to replace it with "Kerneinheiten".
In 1.13 I did not change any german text, only added a couple of new strings required by new 1.13 features. So, "Kernfelder" should have been used in previous versions too. But if you guys think this must be changed - no problem with me.
Because of using "Kerneinheiten" instead of "Kernfelder" in some strings I suggest to change it in the other strings too:
Code: Select all
IDS_FIRST_DEPLOYMENT "<h3>Aufstellungsphase</h3><p>Willkommen in Ihrer ersten Aufstellungsphase! In einem Kampagnenspiel folgen Ihnen Ihre Kerneinheiten von Schlacht zu Schlacht...</p>"
.
or
Code: Select all
IDS_FIRST_DEPLOYMENT2 <h3>Aufstellen</h3><p>Wenn Sie mit dem Nachschub und den Upgrades fertig sind, geht es ans Aufstellen Ihrer Kerneinheiten in der markierten Aufstellungszone...</p>
Re: v1.13 Change Log
Posted: Sun Feb 10, 2013 1:58 am
by ThvN
zappel wrote:What does "ground/air switch" mean?
That is the button to 'toggle' the view to ground or air units, one of the six buttons above the overview map in the sidebar, the one with the little plane and tank separated by a diagonal line. The hotkey for it is 'Tab'. You can use it to deploy paratroopers on the ground or the air, which works for me. Haven't tested the move/shoot function with it yet.
Re: v1.13 Change Log
Posted: Sun Feb 10, 2013 3:00 am
by ThvN
My v1.13 open beta 'report' so far (did a quick playthrough of GC '39), summary: everything seems fine.
With the ground/air switch or with hotkey 'Tab' I can now toggle the paratroopers on deployment. This will be very handy during defensive scenarios when the AI has the first turn. During play, the AAA units now can be switched between move and fire. Both very nice features, I had a few moments in the past when these features would have been very useful, so thanks for implementing them.
New UI features (English language) work well, no comments. I also played with the 'dice chess' cheat, seemed to work as advertised, of course the combat log doesn't show any dice rolls so I couldn't check the amount of randomness but it was noticeably there.
New traits: I tried the 'capture flag' and 'camo' traits as well, both seem to work. I turned a couple of artillery units into flag takers, worked without trouble, also when they were in transports. I put 'camo' on some Allied infantry, and a quick test had them only being spotted when they were next to my units, again no problems so far. I assume the new trait 'kamikaze missile' was omitted from the changelog by mistake? Didn't test it here, the V1/V2 worked during the beta GC '45 West, so saw no reason to.
Good job, I would say.
Re: v1.13 Change Log
Posted: Sun Feb 10, 2013 9:03 am
by zappel
ThvN wrote:zappel wrote:What does "ground/air switch" mean?
That is the button to 'toggle' the view to ground or air units, one of the six buttons above the overview map in the sidebar, the one with the little plane and tank separated by a diagonal line. The hotkey for it is 'Tab'. You can use it to deploy paratroopers on the ground or the air, which works for me. Haven't tested the move/shoot function with it yet.
Ahh, now I know.
Yes it works: reloaded the savegame and switched mode by using "ground/air".
Thanks!!!
Re: v1.13 Change Log
Posted: Sun Feb 10, 2013 12:56 pm
by Kamerer
I was having trouble with the AA gun and the new movement/fire option. I was trying to shoot at a Pe-2 three hexes away. I'm only given the option to move, not shoot. If I move the gun to an adjacent hex, then I was allowed to fire. So I knew it was one of the alterations. I tried saving/reloading but the same outcome.
Then I finally re-read and figured out to use the ui ground/air toggle (as mentioned above). It really wasn't intuitive and a stumper a while, since that button has never had a combat or unit function but always just a map function. Is there a way that if this comes up, when you cursor over the target, it has a small dialog box that says "toggle g/a for fire." or something like that?
Re: v1.13 Change Log
Posted: Sun Feb 10, 2013 6:38 pm
by Dragoon.
Kamerer wrote:
Then I finally re-read and figured out to use the ui ground/air toggle (as mentioned above). It really wasn't intuitive and a stumper a while, since that button has never had a combat or unit function but always just a map function. Is there a way that if this comes up, when you cursor over the target, it has a small dialog box that says "toggle g/a for fire." or something like that?
You're right as GUI button it's not really intuitive but if you use they keyboard shortcut [tab] it is. At least if you're right handed. My little pinky loves the tab

Re: v1.13 Change Log
Posted: Mon Feb 11, 2013 7:38 am
by Rudankort
Actually I think that using ground/air switch is very logical. There are two layers on the map: ground and air, and at any time you are working with just one of them. When there is no conflict, you don't need to choose the right layer explicitly. But when there is a useful action on the same hex in both layers, you need to explicitly tell the game which layer to use. This is true for placing paratroopers (you can place them in both layers), and it is true with move/attack dilemma too (you can move in one layer and attack in the other).
Explaining it somehow (e. g. via a tutorial message) is possible, but probably not in 1.13.
Re: v1.13 Change Log
Posted: Mon Feb 11, 2013 10:11 am
by Rudankort
Kamerer wrote:
a) Deployment weather state is great, though it shows "forecast" as still dry and sunny all the time, though; possibly to make it accurate, too?
Well, deployment happens prior to the battle itself, so I think it is fair that the right forecast is not displayed.
Kamerer wrote:
b) Per-turn Prestige in Tooltip is also great! But it is showing the same prestige regardless of level - e.g., Rommel shows the same as Field Marshall and others. Not a crisis, more experienced users unlocking will likely not have a big deal with it.
Well spotted. The tooltip did not adjust the shown value according to the difficulty level, fixed now.
Re: v1.13 Change Log
Posted: Mon Feb 11, 2013 10:19 am
by Rudankort
ThvN wrote:
I assume the new trait 'kamikaze missile' was omitted from the changelog by mistake? Didn't test it here, the V1/V2 worked during the beta GC '45 West, so saw no reason to.
Good point, need to include these in the final "what's new" list. BTW, these are two separate traits: "kamikaze" (dies after attack) and "missile" (does not refuel on airfields). V1/V2 units needed both, but I can see how the modders can find good use for separate traits.
Thanks for your help!
Re: v1.13 Change Log
Posted: Sat Feb 23, 2013 6:42 pm
by Razz1
For Cameo,
Does this mean a unit like Recon can have this trait but it is only good until it is spotted? Once it's spotted the unit is always seen on the map like mines?
Remember we changed units like mines to be visible on the map once it's spotted.
Re: v1.13 Change Log
Posted: Sat Feb 23, 2013 6:50 pm
by Rudankort
Razz1 wrote:For Cameo,
Does this mean a unit like Recon can have this trait but it is only good until it is spotted? Once it's spotted the unit is always seen on the map like mines?
Remember we changed units like mines to be visible on the map once it's spotted.
If this is a question about "camo" trait, then no, the unit with this trait does not remain spotted on the map all the time. If it goes to FoW, it disappears just like any other unit, and next time it will be as difficult to spot it as it was for the first time.
Re: v1.13 Change Log
Posted: Sun Feb 24, 2013 8:03 pm
by Razz1
Excellent!
Re: v1.13 Change Log
Posted: Wed Feb 27, 2013 2:10 pm
by Magic1111
Hi Folks!
Short question please: When will the Patch v1.13 realeased? Today?