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Leaders that are injured for more than 10 turns
Posted: Wed Sep 08, 2010 2:21 am
by massina_nz
Hi
Has anyone had this occur to them?
Opponent injures one of your leaders in their turn. When you open your next turn, you don't get the messgae saying they were injured, and they don't appear in your build queue.
Even worse...it was Manstein.
Posted: Wed Sep 08, 2010 6:45 am
by afk_nero
Not sure if it's the same thing but had a similar situation happen to me.
The reason the general didn't appear in my build que was that's it was injured for something like 16 turns (or more)
He appeared later on in the que some turns afterwards.
Posted: Wed Sep 08, 2010 9:01 pm
by BuddyGrant
afk_nero wrote:Not sure if it's the same thing but had a similar situation happen to me.
The reason the general didn't appear in my build que was that's it was injured for something like 16 turns (or more)
He appeared later on in the que some turns afterwards.
Same thing happened to me - i thought there was a bug but it turned out to be fine, just a lonnng wait.
Posted: Wed Sep 08, 2010 9:16 pm
by massina_nz
Yes Manstein was R&R'd for 18 turns, so it looks like he will appear in about a years time.
Posted: Wed Sep 08, 2010 10:05 pm
by Peter Stauffenberg
I've seen the same too. This is some old CeaW code about the build queue only showing units that will appear within 9 or 12 turns. It works fine for all units you buy, but obviously it was forgotten about the leaders being injured.
We're working on changing how leaders work in v1.10. Right now we're testing that leader range is the same as the leadership rating - 2. That means Manstein will have a range of 6 (8 rating) while e. g. Auchinleck will have a range of 3 (5 rating). The prices of each leader will be a bit cheaper (15 PP's per leader on average). So Manstein will cost 110 PP's and Auchinleck only 40 PP's. This might change after we've got feedback from the playtesters.
We've also set the max injury time to 9 so you will never again see a leader not showing on the build queue. Leaders won't be injured if units retreat either. This is done because of the shorter command range you will see more low level leaders and they will be placed on units on the front line.
The idea is to get more leaders into play instead of having e. g. 3 strategic leaders for all of Barbarossa.
We will see how this turns out. I can't tell how it will look like in the released v1.10. We might make the leaders even cheaper, but we don't want leaders to cost maybe 10 PP's unless they're really poor. So they should cost something and the best ones are better because they have better range so they should cost a bit more.
Posted: Wed Sep 08, 2010 10:51 pm
by massina_nz
Sounds good, I think it will definitely add more flavour to the game.
Posted: Thu Sep 09, 2010 1:46 am
by Peter Stauffenberg
We've even made separate counters for partisans and will show the conquered power graphics instead of the controlling power graphics. So now you see Yugoslavian partisans in Yugoslavia and not the UK symbols. If USSR surrenders then you see Russian partisans and not UK ones. France will see French partisans etc. That would help reducing confusion.
We're even experimenting with letting units who are out of supply lose strength each turn.
Today we even managed to add code that will make convoy movement a bit more random. So it will be harder for the subs to lurk just ahead of the convoy to stop its movement.
Even though we don't say much we read the forums and try to pick up good ideas here and there to implement them if possible. I think the number of changes is GS v1.10 is almost as big as from the BJR mod to GS.
E. g. Free France is gone as a minor power and instead will be US controlled units with separate Free French unit images. That meant we could introduce De Gaulle and Leclerc as generals. De Gaulle will arrive as a free general when Torch begins.
So it definitely helps to make constructive comments about what we can improve in GS. We try to implement what's possible if the idea is good.
Posted: Thu Sep 09, 2010 1:57 am
by trulster
Great that you pick up some ideas from all the threads here, this update looks like the best one yet!
Posted: Thu Sep 09, 2010 2:28 am
by gchristie
Stauffenberg wrote:We're working on changing how leaders work in v1.10. Right now we're testing that leader range is the same as the leadership rating - 2. That means Manstein will have a range of 6 (8 rating) while e. g. Auchinleck will have a range of 3 (5 rating). The prices of each leader will be a bit cheaper (15 PP's per leader on average). So Manstein will cost 110 PP's and Auchinleck only 40 PP's. This might change after we've got feedback from the playtesters.
We've also set the max injury time to 9 so you will never again see a leader not showing on the build queue. Leaders won't be injured if units retreat either. This is done because of the shorter command range you will see more low level leaders and they will be placed on units on the front line.
The idea is to get more leaders into play instead of having e. g. 3 strategic leaders for all of Barbarossa.
+1
Posted: Thu Sep 09, 2010 5:14 am
by ncali
Great to see possible changes to the leaders in the works! One comment: I would hope that if you implement the changes, then units would use the best leader within range instead of averaging the ratings of the leaders within range (which is how it works now, if I recall per a prior thread).
Posted: Thu Sep 09, 2010 3:50 pm
by harrybanana
Stauffenberg wrote:
We're even experimenting with letting units who are out of supply lose strength each turn.
I know there are different views on this, but in my opinion partisans are generally useless. I believe you have already removed any possibility of partisan corps being generated, so that all partisans are now only garrisons. The smart player simply waits until they have efficency 0 (they lose efficency every turn they are out of supply) and then attacks them with out fear of casualties. The result is free experience for your units. Now by making them lose strength each turn they are out of supply they are weakened even further. I would suggest the opposite, that partisans always have a supply rating of at least one. If it is impossible for the game to distinguish partisans from regular army garrisons I would even suggest that all garrisons always have a minimum supply of one.