GSv2.00 Post Release Bug Fixes
Moderators: firepowerjohan, rkr1958, Happycat, Slitherine Core
-
Peter Stauffenberg
- General - Carrier

- Posts: 4745
- Joined: Sun Jul 08, 2007 4:13 pm
- Location: Oslo, Norway
Please remember to delete the *.data files in the c:\users\My documents\CEAW Grand strategy 2.0\data\scenario
This is needed to ensure that the scenarios are compiled with the latest changes in GS v2.01.30. Only the 1939 scenario is compiled every time you start the game. The others are only compiled if the files don't exist or the scenario files have changed. If you forget to do this then the air techs will use the old difficulty and not the new ones.
This is needed to ensure that the scenarios are compiled with the latest changes in GS v2.01.30. Only the 1939 scenario is compiled every time you start the game. The others are only compiled if the files don't exist or the scenario files have changed. If you forget to do this then the air techs will use the old difficulty and not the new ones.
Deleting the scnDates.asc file in that folder will also force all the scenarios to recompile whether or not you delete the *.data files.Stauffenberg wrote:Please remember to delete the *.data files in the c:\users\My documents\CEAW Grand strategy 2.0\data\scenario
This is needed to ensure that the scenarios are compiled with the latest changes in GS v2.01.30. Only the 1939 scenario is compiled every time you start the game. The others are only compiled if the files don't exist or the scenario files have changed. If you forget to do this then the air techs will use the old difficulty and not the new ones.
GSv2.01.31 Full File Set. (October 18, 2011)
PC users can go to here for this update. This update is a full file set that can be applied to any version including the vanilla game. Note that this update includes a number of map tile updates and therefore; a smaller incremental update is not possible.
Username: GrandStrategyTeam@slithdata.net
Password: 1Kr35MazgsZR
PC Full File Set (GSv2.01.31) : GSver2.01.31.zip (~328-MB)
MAC users can go to here for this update. This update is a full file set that can be applied to any version including the vanilla game.
Username: GrandStrategyTeam@slithdata.net
Password: 1Kr35MazgsZR
MAC Full File Set (GSv2.01.31) : Mac-CEAW_Grand Strategy-v20131.zip (~305-MB)
138. Added tooltip for unitpanel so the number showing the Effectiveness will show the manpower % and manpower for the country that owns the unit. That means you can check a minor power unit to get the manpower % and absolute manpower. That can be handy if you’re getting close to 75% and don’t want to drop below.
139. Added keys for the following commands:
a: (for airborne): Will upgrade to a para unit if eligible
b: (for buy): Will open the purchase units dialog box.
d: (for deploy): Will open the force pool panel dialog box
e: (for elite): Will show the elite and para limits for that side
g: (for guards): Will upgrade to an elite unit if eligible
i: (for info): Will open the statistics dialog box
l: (for load): Will allow the unit to load or unload if eligible
o: (for operate): Will allow the unit to move by rail if eligible
p: (for purchase): Will open the purchase units dialog box
r: (for repair): Will enable the repair icon so you can click on units that can be repaired
s: (for sentry): Will toggle the unit sentry mode on/off
t: (for tech): Will open the research panel
u: (for upgrade): Will enable the upgrade icon so you can click of units that can be upgraded
w: (for war): Will open the Declare war dialog box
z: (for zzz): Will toggle the unit sentry mode on/off
140. Added the Dutch city of Groningen
141. Changed the border between Germany and Holland so the hex Groningen was placed in became Dutch
142. Changed the hex Wilhelmshaven was in into a sea hex and added a port there. Wilhelmshaven is now a port
143. Added a city 1x south of Wilhelmshaven with the name Bremen. Moved the production of 1 from
Wilhelmshaven to Bremen
Bremen is a big German city and now it is on the map. Wilhelmshaven was a town only and its main purpose
was a port where warships were constructed.
144. Moved the to Baltic Sea transport loop 1xSW so it covers the entrance to the Kiel canal.
This change makes it harder to invade many hexes along the German North Sea coast.
145. Updated all scenarios with the map changes and made some minor unit moves to fit the new port location at Wilhelmshaven
and Groningen becomes occupied in the 1944 scenario. Also moved units in the 1942 and 1943 scenarios to occupy the
Russian city of Kherson and the Russian resource Krivoy Rog. Before this change partisans could often spawn here before
the Germans managed to move garrisons there.
146. Updated the spawn location of the extra armor for Axis AI from Wilhelmshaven hex to Bremen hex.
147. Updated ww2_city*.txt files with the new names.
148. Modified scorched earth in USSR so that it only applies on the second turn and later of Barbarossa. That is, it does not apply on the first turn.
149. Russian strategic reserve units will now get unique names when placed.
150. Fix a bug where the ownership of a Yugoslavia port when natural was given to Russia. Now, port ownership is given to the owner of the controlling land-city hex.
151. Fixed a bug where naval units destroyed in port were not being added to the casualties list. They are now.
152. Made several map and scenario changes; especially in Poland, Russia and North Africa.
PC users can go to here for this update. This update is a full file set that can be applied to any version including the vanilla game. Note that this update includes a number of map tile updates and therefore; a smaller incremental update is not possible.
Username: GrandStrategyTeam@slithdata.net
Password: 1Kr35MazgsZR
PC Full File Set (GSv2.01.31) : GSver2.01.31.zip (~328-MB)
MAC users can go to here for this update. This update is a full file set that can be applied to any version including the vanilla game.
Username: GrandStrategyTeam@slithdata.net
Password: 1Kr35MazgsZR
MAC Full File Set (GSv2.01.31) : Mac-CEAW_Grand Strategy-v20131.zip (~305-MB)
138. Added tooltip for unitpanel so the number showing the Effectiveness will show the manpower % and manpower for the country that owns the unit. That means you can check a minor power unit to get the manpower % and absolute manpower. That can be handy if you’re getting close to 75% and don’t want to drop below.
139. Added keys for the following commands:
a: (for airborne): Will upgrade to a para unit if eligible
b: (for buy): Will open the purchase units dialog box.
d: (for deploy): Will open the force pool panel dialog box
e: (for elite): Will show the elite and para limits for that side
g: (for guards): Will upgrade to an elite unit if eligible
i: (for info): Will open the statistics dialog box
l: (for load): Will allow the unit to load or unload if eligible
o: (for operate): Will allow the unit to move by rail if eligible
p: (for purchase): Will open the purchase units dialog box
r: (for repair): Will enable the repair icon so you can click on units that can be repaired
s: (for sentry): Will toggle the unit sentry mode on/off
t: (for tech): Will open the research panel
u: (for upgrade): Will enable the upgrade icon so you can click of units that can be upgraded
w: (for war): Will open the Declare war dialog box
z: (for zzz): Will toggle the unit sentry mode on/off
140. Added the Dutch city of Groningen
141. Changed the border between Germany and Holland so the hex Groningen was placed in became Dutch
142. Changed the hex Wilhelmshaven was in into a sea hex and added a port there. Wilhelmshaven is now a port
143. Added a city 1x south of Wilhelmshaven with the name Bremen. Moved the production of 1 from
Wilhelmshaven to Bremen
Bremen is a big German city and now it is on the map. Wilhelmshaven was a town only and its main purpose
was a port where warships were constructed.
144. Moved the to Baltic Sea transport loop 1xSW so it covers the entrance to the Kiel canal.
This change makes it harder to invade many hexes along the German North Sea coast.
145. Updated all scenarios with the map changes and made some minor unit moves to fit the new port location at Wilhelmshaven
and Groningen becomes occupied in the 1944 scenario. Also moved units in the 1942 and 1943 scenarios to occupy the
Russian city of Kherson and the Russian resource Krivoy Rog. Before this change partisans could often spawn here before
the Germans managed to move garrisons there.
146. Updated the spawn location of the extra armor for Axis AI from Wilhelmshaven hex to Bremen hex.
147. Updated ww2_city*.txt files with the new names.
148. Modified scorched earth in USSR so that it only applies on the second turn and later of Barbarossa. That is, it does not apply on the first turn.
149. Russian strategic reserve units will now get unique names when placed.
150. Fix a bug where the ownership of a Yugoslavia port when natural was given to Russia. Now, port ownership is given to the owner of the controlling land-city hex.
151. Fixed a bug where naval units destroyed in port were not being added to the casualties list. They are now.
152. Made several map and scenario changes; especially in Poland, Russia and North Africa.
-
Blathergut
- Field Marshal - Elefant

- Posts: 5882
- Joined: Tue Jan 22, 2008 1:44 am
- Location: Southern Ontario, Canada
Do I need to do this with the full update or will the full update automatically take care of this?rkr1958 wrote:Deleting the scnDates.asc file in that folder will also force all the scenarios to recompile whether or not you delete the *.data files.Stauffenberg wrote:Please remember to delete the *.data files in the c:\users\My documents\CEAW Grand strategy 2.0\data\scenario
This is needed to ensure that the scenarios are compiled with the latest changes in GS v2.01.30. Only the 1939 scenario is compiled every time you start the game. The others are only compiled if the files don't exist or the scenario files have changed. If you forget to do this then the air techs will use the old difficulty and not the new ones.
No, you do not need to do this time.Blathergut wrote:Do I need to do this with the full update or will the full update automatically take care of this?rkr1958 wrote:Deleting the scnDates.asc file in that folder will also force all the scenarios to recompile whether or not you delete the *.data files.Stauffenberg wrote:Please remember to delete the *.data files in the c:\users\My documents\CEAW Grand strategy 2.0\data\scenario
This is needed to ensure that the scenarios are compiled with the latest changes in GS v2.01.30. Only the 1939 scenario is compiled every time you start the game. The others are only compiled if the files don't exist or the scenario files have changed. If you forget to do this then the air techs will use the old difficulty and not the new ones.
Hold off on this update. I'm going to take the PC file set down. I've got a mismatch between the terrain types and map tiles. I've messed something up. Sorry for the mix up and any confusion.rkr1958 wrote:No, you do not need to do this time.Blathergut wrote:Do I need to do this with the full update or will the full update automatically take care of this?rkr1958 wrote:Deleting the scnDates.asc file in that folder will also force all the scenarios to recompile whether or not you delete the *.data files.
The upload is ok but in order to see the map tile updates PC users need to delete the *.dat files (Map25_nogrid.dat, Map50_nogrid.dat & Map100_nogrid.dat) in both the image\background and the image\backgroundnames folders of their GSv2.01.31 install. Then the maptiles will be correctly regenerated.rkr1958 wrote:Hold off on this update. I'm going to take the PC file set down. I've got a mismatch between the terrain types and map tiles. I've messed something up. Sorry for the mix up and any confusion.rkr1958 wrote:No, you do not need to do this time.Blathergut wrote: Do I need to do this with the full update or will the full update automatically take care of this?
GSv2.01.32 Update. (October 23, 2011)
PC users can go to here for this update. This update is an incremental update that MUST be applied to GSv2.01.31 or higher.
Username: GrandStrategyTeam@slithdata.net
Password: 1Kr35MazgsZR
PC Incremental Update: GSv2.01.32-PATCH (~460-KB) (Must be applied to GSv2.01.31 or higher.)
MAC users -- Update to be provided by Paul.
GSv2.01.32 - October 23, 2011
153. Fixed a minor bug where it was possible to rail units to a swamp, mountain or dune hex. Now you can’t rail from such terrain types and now you can’t rail to either.
154. Added to general.txt the spawn turn for the Russian Siberian reserves. Turn moved from 40 to 41. SIBERIAN_RESERVE_SPAWN_TURN 41 /* November 9th 1941 */
155. Changed the Siberian reserve leader from Chuikov to Meretskov. SIBERIAN_RESERVE_LEADER 559 /* Meretskov */
156. Changed attack across river in winter from 70% to 50% ATTACK_ACROSS_RIVER_WINTER 50 /* Attack efficiency percentage when attacking across river in winter weather */
157. Changed research so a country that’s not at war or mobilized cannot put focus on any tech within a research area.
158. Changed research so you only spend a focus put by setting a focus. If you revert research back to balanced then you don’t spend a focus point.
PC users can go to here for this update. This update is an incremental update that MUST be applied to GSv2.01.31 or higher.
Username: GrandStrategyTeam@slithdata.net
Password: 1Kr35MazgsZR
PC Incremental Update: GSv2.01.32-PATCH (~460-KB) (Must be applied to GSv2.01.31 or higher.)
MAC users -- Update to be provided by Paul.
GSv2.01.32 - October 23, 2011
153. Fixed a minor bug where it was possible to rail units to a swamp, mountain or dune hex. Now you can’t rail from such terrain types and now you can’t rail to either.
154. Added to general.txt the spawn turn for the Russian Siberian reserves. Turn moved from 40 to 41. SIBERIAN_RESERVE_SPAWN_TURN 41 /* November 9th 1941 */
155. Changed the Siberian reserve leader from Chuikov to Meretskov. SIBERIAN_RESERVE_LEADER 559 /* Meretskov */
156. Changed attack across river in winter from 70% to 50% ATTACK_ACROSS_RIVER_WINTER 50 /* Attack efficiency percentage when attacking across river in winter weather */
157. Changed research so a country that’s not at war or mobilized cannot put focus on any tech within a research area.
158. Changed research so you only spend a focus put by setting a focus. If you revert research back to balanced then you don’t spend a focus point.
-
Blathergut
- Field Marshal - Elefant

- Posts: 5882
- Joined: Tue Jan 22, 2008 1:44 am
- Location: Southern Ontario, Canada
GSv2.01.33 Update. (October 30, 2011)
PC users can go to here for this update. This update is an incremental update that MUST be applied to GSv2.01.31 or higher.
Username: GrandStrategyTeam@slithdata.net
Password: 1Kr35MazgsZR
PC Incremental Update: GSv2.01.33-PATCH (~7.5-MB) (Must be applied to GSv2.01.31 or higher.)
MAC users -- Update to be provided by Paul sometime after he regains power from the freak (early) snowstorm that hit the US Northeast this weekend.
GSv2.01.33 - October 30, 2011
159. Mulberry supply for the Allies will now only be provided from 1944 if London is still Allied controlled and the naval unit providing mulberry supply is within the following hexes of London: MULBERRY_MAX_DISTANCE_FROM_LONDON 10 /* BB, DD or CV max distance from London to provide Mulberry supply */
160. Oil and PP production will now be using the controlling major power of the minor power owning the production hex.
161. The most important impact for this change will be the Romanian and Hungarian oilfields which will now production using German war effort instead of local war effort.
162. Vichy French garrisons in Syria and French North Africa will now have 5 steps instead of 10 steps.
163. Free French garrisons in French North Africa will have a variable strength according to the number of French ground unit steps in supply.
> /* Used if French armistice offer is rejected */
> FREE_FRENCH_GARRISON_STRENGTH 5 /* 0..10 0 = no spawn. Strength of the Free French garrisons in French North Africa after the fall of France */
> /* Free Frech garrison strength = # French land unit steps in French controlled hexes / free_french_strength_step_ratio. */
> FREE_FRENCH_STRENGTH_STEP_RATIO 10 /* 0 = disabled and free_french_garrison_strength is used. */
> CORPS_STEPS_COUNTED_AS 3 /* 1..3. Each corps or mech step is counted as this number of garrison steps */
164. Finnish units inside core finnish hexes will have their strengths modified like this:
> /* Bonus to Finnish units inside core Finnish hexes */
> FINNISH_INCREASE_GROUND_ATTACK 0
> FINNISH_INCREASE_GROUND_DEFENSE 1
> FINNISH_INCREASE_SHOCK_ATTACK 0
> FINNISH_INCREASE_QUALITY 1
> FINNISH_INCREASE_SURVIVABILITY 1
165. This is done to simulate that Finnish units defended very well within their own territory (including the ceded Karelia). They were less effective when moved outside Finland. I decided to not increase the Finnish attack values because then they could attack Leningrad directly from Karelia with increased values. Finland was actually very reluctant to attack Leningrad in the real war.
166. Transport overuse will now increase per overuse instead of every second overuse
> TRANSPORT_OVER_GROUP 1
167. Minimum Allied naval requirement in the Atlantic is increased from 10 to 12
> ALLIED_ESCORTS_NEEDED_IN_ATLANTIC 12 /* This number of escorts needed for no negative impact on convoy size */
168. USA and USSR will now accumulate focus points every July (not in January) when not at war. That should give them slightly more focus points when they enter the war.
169. Added separate graphics for the following units:
> Slovak garrison will have Slovak emblem and special German colors (grey and red)
> Standarte NW will have Dutch emblem and colors
> Spanish Blue division will have Spanish colors and emblem
> 1st Croatian will have Croatian emblem and unit colors similar to Yugoslavia
> SS Wiking and Nordland will have Norwegian colors and SS emblem
> Charlemagne is upgraded to SS Charlemagne and corps. Will have French colors and SS emblem
170. Fixed bug where UK built destroyers were named Sqn instead of Flotilla. Now they will be named Destroyer Flotilla
171. Changed the unit costs for the following units
> Submarine from 60 to 50
> Destroyer from 60 to 50
> Mech from 50 to 55
> Armor from 80 to 85
> Fighter from 100 to 90
> Tactical bomber from 110 to 100
> Strategic bomber from 95 to 110
172. Changed some unit techs
> Fighter will no longer get tactical operations tech 2 and lose +1 naval attack and +1 antitank
> Strategic bombers will now get tactical operations tech 3 and get +1 shock attack and +1 antitank
> Dogfight tech 2 (+1 air attack) now includes TAC in addition to STR and FTR
> Strategic operations tech 4 will get +2 strategic attack instead of +1 (will affect TAC, STR)
> Strategic operations tech 5 will get +1 strategic attack instead of +1 (will affect TAC, STR, FTR, CV)
> ASW tech 3 (+1 sub attack) will no longer affect FTR and TAC
> TAC will start with air attack 1 instead of 2
> STR will start with air attack 2 instead of 1
173. Changed country start techs
> USA:
i. Sub tech 2 instead of 1
ii. Artillery tech 0 instead of 1
iii. Blitzkrieg tech 0 instead of 1
> USSR
i. Antitank tech 0 instead of 1
ii. Blitzkrieg tech 0 instead of 1
174. Altered all scenarios so they use the new tech levels
175. Iraq rebellion added: /* Iraq rebellion */
> IRAQ_REBELLION_TURN 30 /* April 3rd 1941. 0 = no rebellion */
> IRAQ_AXIS_PARTISAN_SPAWN_CHANCE 5 /* Percentage chance in each empty Iraqi hex */
> IRAQ_AXIS_PARTISAN_CITY_MULTIPLIER 10 /* Spawn chance multiplied by this number in empty cities or resources */
> IRAQ_AXIS_PARTISAN__MAX_BASE_SIZE 4 /* Max partisan size = number + 2*Axis controlled cities in Egypt, Syria and Iraq */
> Iraqi rebel units will be German, but look like Iraqi.
176. The 3 starting units in Iraq are now changed to UK ownership instead of Iraqi. This means these units will remain as UK controlled when the rebellion starts.
177. Damage upon convoys are now dependent upon tech in surface ships for BB, CV and DD and tech in submarine for Sub
> Formula is: damage to convoy = rolled casualty * (1 + random(tech level / 3))
> So with tech level 1 then the damage can be from 100-133% of the rolled damage, tech 2 100-167% and so on. Rolled damage is between 0-14.
178. Supply range is set back to 20/40 for 1939-1941 instead of 15/30
179. Canadian fighter will now spawn in Halifax instead of Liverpool at 10 steps instead of 8.
180. Research difficulty for subs increased from 15 to 20
181. Altered research progress for scenarios other than 1939 to indicate the increased research difficulty for air techs and sub tech.
182. Update and improved the look of the large counters.
PC users can go to here for this update. This update is an incremental update that MUST be applied to GSv2.01.31 or higher.
Username: GrandStrategyTeam@slithdata.net
Password: 1Kr35MazgsZR
PC Incremental Update: GSv2.01.33-PATCH (~7.5-MB) (Must be applied to GSv2.01.31 or higher.)
MAC users -- Update to be provided by Paul sometime after he regains power from the freak (early) snowstorm that hit the US Northeast this weekend.
GSv2.01.33 - October 30, 2011
159. Mulberry supply for the Allies will now only be provided from 1944 if London is still Allied controlled and the naval unit providing mulberry supply is within the following hexes of London: MULBERRY_MAX_DISTANCE_FROM_LONDON 10 /* BB, DD or CV max distance from London to provide Mulberry supply */
160. Oil and PP production will now be using the controlling major power of the minor power owning the production hex.
161. The most important impact for this change will be the Romanian and Hungarian oilfields which will now production using German war effort instead of local war effort.
162. Vichy French garrisons in Syria and French North Africa will now have 5 steps instead of 10 steps.
163. Free French garrisons in French North Africa will have a variable strength according to the number of French ground unit steps in supply.
> /* Used if French armistice offer is rejected */
> FREE_FRENCH_GARRISON_STRENGTH 5 /* 0..10 0 = no spawn. Strength of the Free French garrisons in French North Africa after the fall of France */
> /* Free Frech garrison strength = # French land unit steps in French controlled hexes / free_french_strength_step_ratio. */
> FREE_FRENCH_STRENGTH_STEP_RATIO 10 /* 0 = disabled and free_french_garrison_strength is used. */
> CORPS_STEPS_COUNTED_AS 3 /* 1..3. Each corps or mech step is counted as this number of garrison steps */
164. Finnish units inside core finnish hexes will have their strengths modified like this:
> /* Bonus to Finnish units inside core Finnish hexes */
> FINNISH_INCREASE_GROUND_ATTACK 0
> FINNISH_INCREASE_GROUND_DEFENSE 1
> FINNISH_INCREASE_SHOCK_ATTACK 0
> FINNISH_INCREASE_QUALITY 1
> FINNISH_INCREASE_SURVIVABILITY 1
165. This is done to simulate that Finnish units defended very well within their own territory (including the ceded Karelia). They were less effective when moved outside Finland. I decided to not increase the Finnish attack values because then they could attack Leningrad directly from Karelia with increased values. Finland was actually very reluctant to attack Leningrad in the real war.
166. Transport overuse will now increase per overuse instead of every second overuse
> TRANSPORT_OVER_GROUP 1
167. Minimum Allied naval requirement in the Atlantic is increased from 10 to 12
> ALLIED_ESCORTS_NEEDED_IN_ATLANTIC 12 /* This number of escorts needed for no negative impact on convoy size */
168. USA and USSR will now accumulate focus points every July (not in January) when not at war. That should give them slightly more focus points when they enter the war.
169. Added separate graphics for the following units:
> Slovak garrison will have Slovak emblem and special German colors (grey and red)
> Standarte NW will have Dutch emblem and colors
> Spanish Blue division will have Spanish colors and emblem
> 1st Croatian will have Croatian emblem and unit colors similar to Yugoslavia
> SS Wiking and Nordland will have Norwegian colors and SS emblem
> Charlemagne is upgraded to SS Charlemagne and corps. Will have French colors and SS emblem
170. Fixed bug where UK built destroyers were named Sqn instead of Flotilla. Now they will be named Destroyer Flotilla
171. Changed the unit costs for the following units
> Submarine from 60 to 50
> Destroyer from 60 to 50
> Mech from 50 to 55
> Armor from 80 to 85
> Fighter from 100 to 90
> Tactical bomber from 110 to 100
> Strategic bomber from 95 to 110
172. Changed some unit techs
> Fighter will no longer get tactical operations tech 2 and lose +1 naval attack and +1 antitank
> Strategic bombers will now get tactical operations tech 3 and get +1 shock attack and +1 antitank
> Dogfight tech 2 (+1 air attack) now includes TAC in addition to STR and FTR
> Strategic operations tech 4 will get +2 strategic attack instead of +1 (will affect TAC, STR)
> Strategic operations tech 5 will get +1 strategic attack instead of +1 (will affect TAC, STR, FTR, CV)
> ASW tech 3 (+1 sub attack) will no longer affect FTR and TAC
> TAC will start with air attack 1 instead of 2
> STR will start with air attack 2 instead of 1
173. Changed country start techs
> USA:
i. Sub tech 2 instead of 1
ii. Artillery tech 0 instead of 1
iii. Blitzkrieg tech 0 instead of 1
> USSR
i. Antitank tech 0 instead of 1
ii. Blitzkrieg tech 0 instead of 1
174. Altered all scenarios so they use the new tech levels
175. Iraq rebellion added: /* Iraq rebellion */
> IRAQ_REBELLION_TURN 30 /* April 3rd 1941. 0 = no rebellion */
> IRAQ_AXIS_PARTISAN_SPAWN_CHANCE 5 /* Percentage chance in each empty Iraqi hex */
> IRAQ_AXIS_PARTISAN_CITY_MULTIPLIER 10 /* Spawn chance multiplied by this number in empty cities or resources */
> IRAQ_AXIS_PARTISAN__MAX_BASE_SIZE 4 /* Max partisan size = number + 2*Axis controlled cities in Egypt, Syria and Iraq */
> Iraqi rebel units will be German, but look like Iraqi.
176. The 3 starting units in Iraq are now changed to UK ownership instead of Iraqi. This means these units will remain as UK controlled when the rebellion starts.
177. Damage upon convoys are now dependent upon tech in surface ships for BB, CV and DD and tech in submarine for Sub
> Formula is: damage to convoy = rolled casualty * (1 + random(tech level / 3))
> So with tech level 1 then the damage can be from 100-133% of the rolled damage, tech 2 100-167% and so on. Rolled damage is between 0-14.
178. Supply range is set back to 20/40 for 1939-1941 instead of 15/30
179. Canadian fighter will now spawn in Halifax instead of Liverpool at 10 steps instead of 8.
180. Research difficulty for subs increased from 15 to 20
181. Altered research progress for scenarios other than 1939 to indicate the increased research difficulty for air techs and sub tech.
182. Update and improved the look of the large counters.
Hi Mac Guys,
I have posted a full version on the FTP site. No incremental patch because there are a lot of files and I want to make sure
the game is running from the start. It is suggested to restart your games (sorry). There are a lot of changes
which can produce results that we need to be aware of as the Dev team.
file name - 'Mac-CEAW Grand Strategy-v20133.zip'
Paul
I have posted a full version on the FTP site. No incremental patch because there are a lot of files and I want to make sure
the game is running from the start. It is suggested to restart your games (sorry). There are a lot of changes
which can produce results that we need to be aware of as the Dev team.
file name - 'Mac-CEAW Grand Strategy-v20133.zip'
Paul
-
DukeOfLight
- Senior Corporal - Destroyer

- Posts: 122
- Joined: Thu Jun 03, 2010 5:01 pm
- Location: Bucharest (Romania)
slovak corps
the image its not complte on the strategic map (only the icon of the country)
i saw this when i played 1942 scenario
i saw this when i played 1942 scenario
-
DukeOfLight
- Senior Corporal - Destroyer

- Posts: 122
- Joined: Thu Jun 03, 2010 5:01 pm
- Location: Bucharest (Romania)
-
Peter Stauffenberg
- General - Carrier

- Posts: 4745
- Joined: Sun Jul 08, 2007 4:13 pm
- Location: Oslo, Norway
-
DukeOfLight
- Senior Corporal - Destroyer

- Posts: 122
- Joined: Thu Jun 03, 2010 5:01 pm
- Location: Bucharest (Romania)


