OoB v9.2.5 - Fixes & Tweaks
Posted: Wed Jan 04, 2023 4:45 pm
OoB v9.2.5 - Fixes & Tweaks
This is not a regular modification of the game but a original file replacement.
For that reason, I rather post this here in this subforum for more experienced users to try out.
I've modified the original code in the Assembly-CSharp.dll file and fixed as much as possible within my ability.
No fancy mod screens, no new units, no new skins, no new sounds, no new scenarios and campaigns, just a simple bug-fix modification with a couple of tweaks.
Some bugs were old as the game itself but sadly still ignored this day.
Some changes/tweaks of mine are possibly not anyone's likening, but we can work something out later that includes this or that separately or do this differently if there is interest.
A few changes are required for my still unpublished gameplay mod, that's why I still keep it simple with one version at first.
As I'm using the GOG version of the game, I'm still not sure if the file is compatible to Steam and Slitherine/Matrix versions, but I've seen some support in this *.dll file for all platforms, so let's see.
I'm going to update this sooner or later should there still more official patches and own changes coming.
As I have only tested this with my own installation, please treat this as experimental, so be warned and tell me about any issues!
Ask if something is unclear before downloading and installing anything!
fixed: Port_Supply_Factor gives correctly x2 supply instead of x1.5, like shown and described
fixed: Explosives-ability removes all supply on a hex, like described, what still costs 10 RP
fixed: "Metal Detector" spec doesn't allow chain-clearing mines anymore
fixed: constructing units won't let building units escape to impassable terrain, but entering impassable territories still remains an issue
fixed: enemy faction mines won't prevent flanking anymore
fixed: enemy faction mines won't prevent upgrading anymore
fixed: typo in "type5_ho-ri" that prevented being affected by "Tank Production Program" spec
fixed: vanilla-unused but playable "British Pacific Fleet" spec spawns "seafire_mkiii" instead of obsolete "supermarine_seafire" air-unit
fixed: Up-Armour ability: dead units with this ability in the graveyard-screen won't show it anymore
fixed: Up-Armour ability: using this ability won't make undeployed units become undeployable for a turn anymore
changed: AA/AT-Interception/Support has no number-restriction anymore, thus won't automatically select the weakest 2-3 supporters anymore
changed: submarine batteries recharge fully after being surfaced in the last own turn
changed: naval AA-Fire ability can only be used if not moved yet, that actually helps the AI ships to focus mainly on enemy non-air targets
changed: "unreliable" trait only half as severe: 1 instead of 2 eff-loss on 50% chance when moving, 0.5 instead of 1 eff-loss during combat
changed: units damage mines by only 3.4 instead of 10 dmg, and deal & receive 3.4 instead of 3 & 1 dmg on ambush
changed: "Special Ops" ability costs 5 instead of 10 RP, like the Bombard-ability
changed: vanilla-unused but playable "British Pacific Fleet" spec nets 400 instead of 50 RP on each scenario start
changed: "Goliath Mine" & "Shock Army" bonus added to intended engineer units with "minesweeper" instead of "minelayer" besides "explosives" trait, to allow giving "minelayer" to other unit types with "explosives"
changed: Heal-ability (Medical Jeep & Support Ship) performs with the same XP-loss like a non-elite self-repair now, instead of robbing twice the XP-amount. Additionally, the healer gets 50 XP per restored strength point
changed: moved submarine's surfaced/submerge switch-button before Torpedo and mod-potential minelaying-ability, so you can switch between surfaced/submerged during deployment phase
changed: AITasks: AA/AT/ART-switching respects Fog-of-War more and won't switch to AA if a detected enemy land-unit is adjacent
Installation
1. Make a backup of Order of Battle World War II\Order of Battle - WW2_Data\Managed folder by zipping it with whatever utility.
As there is also a language file added, you could also do a backup of the \Order of Battle - WW2_Data\Content\Languages folder.
I think it's the safest way to restore later instead of only single files.
You should move this backup archive somewhere else on your drives, so it won't fool around in the installation anymore.
2. Download my 7z archive and extract it somewhere else (free: https://www.7-zip.org/download.html)
OFT v9.2.5.10: https://www.mediafire.com/file/cxnpbe0z ... 10.7z/file
3. inside the extracted folder Installation you'll find the Order of Battle - WW2_Data folder with content, which is the one you need to copy in your Order of Battle World War II installation folder.
This will basically only overwrite the Assembly-CSharp.dll file and nothing else.
The Content\Language folder includes additional english_26.txt, french_25.txt, german_25.txt, russian_25.txt, spanish_25.txt files that adds a tooltip message, beside a mod-version number. These files originally don't exist (yet), so nothing is overwritten, except if you reinstall this pack.
4. That's all. Now you should be able to run the game more bug-free, but don't let Steam or any other client software verify your game files, otherwise the *.dll file will most likely be overwritten by the original one again.
The "verify files" option is also another alternative how to restore your original installation.
Please don't play with this changed file any multiplayer games!
No idea how well the game can check for file integrity to give a hint about different game versions.
If you know a buddy who has installed this "mod" also, go ahead and try it privately only!
I only play singleplayer, hence my fixes and tweaks are intended rather for this way of playing.
Uninstallation
1. the downloaded archive also contains an Uninstallation folder where the original Assembly-CSharp.dll file exists.
However, I highly recommend to replace this *.dll file with the one your game installation came with, hence the mentioned hint to make a backup of your Managed folder.
This way you know that's the Assembly-CSharp.dll file your installation came with, and not any one from a stranger's installation.
2. You can delete the english_26.txt, french_25.txt, german_25.txt, russian_25.txt, spanish_25.txt files, as it also contains the info that you have installed this "mod", if you want, but it's not necessary anymore, as the Uninstallation contains empty versions of these text-files since v3 that don't add and overwrite any game text anymore.
Mod-Compatibility
This mod should be compatible with any other user-mod you install in the MyDocs mod-folder.
Most fixes and changes are hardly noticeable, although more durable mines could hinder more.
It's possible that this or a user-mod overwrites the version info in the main menu.
Tools of Trade
https://github.com/dnSpyEx/dnSpy
Load Assembly-CSharp.dll, edit class by context menu, compile, save-all in main menu, check out in game.
No need to close the tool while running the game.
Making backups before changes is important, as are making notes what has been changed.
Disclaimer
I take no responsibility for damaging your hardware and software, so by downloading and installing this file, you do it at your own risk!
I gladly provide assistance should something be messed up.
I can only assure you that at least I haven't injected any crap code that sells your soul to hell, or do any other intended harmful things.
Feel free to run whatever virus scanner over it!
If someone official has complains, go ahead and tell me and this experiment here will vanish as quickly as it has appeared.
My intention is only to make this game more enjoyable. Maybe someone else feels the same.
Version History
January 4th, 2023, v1
initial release
January 5th, 2023, v2
added more language support that is switchable in the main menu. If you switch then restart the game for proper translation
January 6th, 2023, v3
missed some entries related to the "Goliath Mine" & "Shock Army" change. The download archive contains an Installation and Uninstallation folder now for easier switching between mod and vanilla mode.
January 9th, 2023, v4
changed: Heal-ability (Medical Jeep & Support Ship) performs with the same XP-loss like a non-elite self-repair now, instead of robbing twice the XP-amount. Additionally, the healer gets 50 XP per restored strength point
January 10th, 2023, v5
fixed: Up-Armour ability: dead units with this ability in the graveyard-screen won't show it anymore
fixed: Kamikaze- & Up-Armour ability: using these abilities won't make undeployed units become undeployable for a turn anymore. This also applies for aircraft in hangars
changed: moved submarine's surfaced/submerge switch-button before Torpedo and mod-potential minelaying-ability, so you can switch between surfaced/submerged during deployment phase
January 11th, 2023, v6
changed: AITasks: AA/AT/ART-switching respects Fog-of-War more and won't switch to AA if a detected enemy land-unit is adjacent
January 12th, 2023, v7
changed: units can switch freely between most modes after moving and even attack afterwards now, but not after attacking, getting ambushed, or if the current unit-mode has the "staticFire" trait
January 13th, 2023, v8
Reverted the last change until the AI is taught to make use of it
January 17th, 2023, v9
Reverted all changes related to switch-abilities except the Up-Armour one and the AI behaviors
February 5th, 2023, v10
Fixed the submarines' battery-recharge
This is not a regular modification of the game but a original file replacement.
For that reason, I rather post this here in this subforum for more experienced users to try out.
I've modified the original code in the Assembly-CSharp.dll file and fixed as much as possible within my ability.
No fancy mod screens, no new units, no new skins, no new sounds, no new scenarios and campaigns, just a simple bug-fix modification with a couple of tweaks.
Some bugs were old as the game itself but sadly still ignored this day.
Some changes/tweaks of mine are possibly not anyone's likening, but we can work something out later that includes this or that separately or do this differently if there is interest.
A few changes are required for my still unpublished gameplay mod, that's why I still keep it simple with one version at first.
As I'm using the GOG version of the game, I'm still not sure if the file is compatible to Steam and Slitherine/Matrix versions, but I've seen some support in this *.dll file for all platforms, so let's see.
I'm going to update this sooner or later should there still more official patches and own changes coming.
As I have only tested this with my own installation, please treat this as experimental, so be warned and tell me about any issues!
Ask if something is unclear before downloading and installing anything!
fixed: Port_Supply_Factor gives correctly x2 supply instead of x1.5, like shown and described
fixed: Explosives-ability removes all supply on a hex, like described, what still costs 10 RP
fixed: "Metal Detector" spec doesn't allow chain-clearing mines anymore
fixed: constructing units won't let building units escape to impassable terrain, but entering impassable territories still remains an issue
fixed: enemy faction mines won't prevent flanking anymore
fixed: enemy faction mines won't prevent upgrading anymore
fixed: typo in "type5_ho-ri" that prevented being affected by "Tank Production Program" spec
fixed: vanilla-unused but playable "British Pacific Fleet" spec spawns "seafire_mkiii" instead of obsolete "supermarine_seafire" air-unit
fixed: Up-Armour ability: dead units with this ability in the graveyard-screen won't show it anymore
fixed: Up-Armour ability: using this ability won't make undeployed units become undeployable for a turn anymore
changed: AA/AT-Interception/Support has no number-restriction anymore, thus won't automatically select the weakest 2-3 supporters anymore
changed: submarine batteries recharge fully after being surfaced in the last own turn
changed: naval AA-Fire ability can only be used if not moved yet, that actually helps the AI ships to focus mainly on enemy non-air targets
changed: "unreliable" trait only half as severe: 1 instead of 2 eff-loss on 50% chance when moving, 0.5 instead of 1 eff-loss during combat
changed: units damage mines by only 3.4 instead of 10 dmg, and deal & receive 3.4 instead of 3 & 1 dmg on ambush
changed: "Special Ops" ability costs 5 instead of 10 RP, like the Bombard-ability
changed: vanilla-unused but playable "British Pacific Fleet" spec nets 400 instead of 50 RP on each scenario start
changed: "Goliath Mine" & "Shock Army" bonus added to intended engineer units with "minesweeper" instead of "minelayer" besides "explosives" trait, to allow giving "minelayer" to other unit types with "explosives"
changed: Heal-ability (Medical Jeep & Support Ship) performs with the same XP-loss like a non-elite self-repair now, instead of robbing twice the XP-amount. Additionally, the healer gets 50 XP per restored strength point
changed: moved submarine's surfaced/submerge switch-button before Torpedo and mod-potential minelaying-ability, so you can switch between surfaced/submerged during deployment phase
changed: AITasks: AA/AT/ART-switching respects Fog-of-War more and won't switch to AA if a detected enemy land-unit is adjacent
Installation
1. Make a backup of Order of Battle World War II\Order of Battle - WW2_Data\Managed folder by zipping it with whatever utility.
As there is also a language file added, you could also do a backup of the \Order of Battle - WW2_Data\Content\Languages folder.
I think it's the safest way to restore later instead of only single files.
You should move this backup archive somewhere else on your drives, so it won't fool around in the installation anymore.
2. Download my 7z archive and extract it somewhere else (free: https://www.7-zip.org/download.html)
OFT v9.2.5.10: https://www.mediafire.com/file/cxnpbe0z ... 10.7z/file
3. inside the extracted folder Installation you'll find the Order of Battle - WW2_Data folder with content, which is the one you need to copy in your Order of Battle World War II installation folder.
This will basically only overwrite the Assembly-CSharp.dll file and nothing else.
The Content\Language folder includes additional english_26.txt, french_25.txt, german_25.txt, russian_25.txt, spanish_25.txt files that adds a tooltip message, beside a mod-version number. These files originally don't exist (yet), so nothing is overwritten, except if you reinstall this pack.
4. That's all. Now you should be able to run the game more bug-free, but don't let Steam or any other client software verify your game files, otherwise the *.dll file will most likely be overwritten by the original one again.
The "verify files" option is also another alternative how to restore your original installation.
Please don't play with this changed file any multiplayer games!
No idea how well the game can check for file integrity to give a hint about different game versions.
If you know a buddy who has installed this "mod" also, go ahead and try it privately only!
I only play singleplayer, hence my fixes and tweaks are intended rather for this way of playing.
Uninstallation
1. the downloaded archive also contains an Uninstallation folder where the original Assembly-CSharp.dll file exists.
However, I highly recommend to replace this *.dll file with the one your game installation came with, hence the mentioned hint to make a backup of your Managed folder.
This way you know that's the Assembly-CSharp.dll file your installation came with, and not any one from a stranger's installation.
2. You can delete the english_26.txt, french_25.txt, german_25.txt, russian_25.txt, spanish_25.txt files, as it also contains the info that you have installed this "mod", if you want, but it's not necessary anymore, as the Uninstallation contains empty versions of these text-files since v3 that don't add and overwrite any game text anymore.
Mod-Compatibility
This mod should be compatible with any other user-mod you install in the MyDocs mod-folder.
Most fixes and changes are hardly noticeable, although more durable mines could hinder more.
It's possible that this or a user-mod overwrites the version info in the main menu.
Tools of Trade
https://github.com/dnSpyEx/dnSpy
Load Assembly-CSharp.dll, edit class by context menu, compile, save-all in main menu, check out in game.
No need to close the tool while running the game.
Making backups before changes is important, as are making notes what has been changed.
Disclaimer
I take no responsibility for damaging your hardware and software, so by downloading and installing this file, you do it at your own risk!
I gladly provide assistance should something be messed up.
I can only assure you that at least I haven't injected any crap code that sells your soul to hell, or do any other intended harmful things.
Feel free to run whatever virus scanner over it!
If someone official has complains, go ahead and tell me and this experiment here will vanish as quickly as it has appeared.
My intention is only to make this game more enjoyable. Maybe someone else feels the same.
Version History
January 4th, 2023, v1
initial release
January 5th, 2023, v2
added more language support that is switchable in the main menu. If you switch then restart the game for proper translation
January 6th, 2023, v3
missed some entries related to the "Goliath Mine" & "Shock Army" change. The download archive contains an Installation and Uninstallation folder now for easier switching between mod and vanilla mode.
January 9th, 2023, v4
changed: Heal-ability (Medical Jeep & Support Ship) performs with the same XP-loss like a non-elite self-repair now, instead of robbing twice the XP-amount. Additionally, the healer gets 50 XP per restored strength point
January 10th, 2023, v5
fixed: Up-Armour ability: dead units with this ability in the graveyard-screen won't show it anymore
fixed: Kamikaze- & Up-Armour ability: using these abilities won't make undeployed units become undeployable for a turn anymore. This also applies for aircraft in hangars
changed: moved submarine's surfaced/submerge switch-button before Torpedo and mod-potential minelaying-ability, so you can switch between surfaced/submerged during deployment phase
January 11th, 2023, v6
changed: AITasks: AA/AT/ART-switching respects Fog-of-War more and won't switch to AA if a detected enemy land-unit is adjacent
January 12th, 2023, v7
changed: units can switch freely between most modes after moving and even attack afterwards now, but not after attacking, getting ambushed, or if the current unit-mode has the "staticFire" trait
January 13th, 2023, v8
Reverted the last change until the AI is taught to make use of it
January 17th, 2023, v9
Reverted all changes related to switch-abilities except the Up-Armour one and the AI behaviors
February 5th, 2023, v10
Fixed the submarines' battery-recharge


