GSv2.10 Change Log (To-Date)
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GSv2.10 Change Log (To-Date)
Sorry.....What as changed in 2.01?
Regards!
Regards!
I split and moved this post out of Plaid's AAR in order not to clutter it up. To answer your question here are the GSv2.10 changes to date. Note that beta version is known as GSv2.01.19 (to-date) but when officially released it will be GSv2.10.Roberto wrote:Sorry.....What as changed in 2.01?
Regards!
1. Updated the map tiles for two hexes southwest of Moscow and west of Tula. The hexes are flagged as forest but the map tiles showed them as clear. The updated map tiles now correctly show these hexes as forest.
2. Fixed a bug where a unit swap or a ferry crossing action would uncover those units in the fog of war when they should have still been hidden to the enemy.
3. Fixed a bug that caused GS to hang when there was an allied DoW upon Yugoslavia after Hungary was conquered. Also, added logic to prevent Romanian reinforcements from spawning if Romania is allied.
4. Also, added logic so that Bulgarian reinforcements won't spawn if Bulgaria is allied and the allies DoW Greece.
5. Fixed a bug where Turkey or Spanish activation as a German minor ally reduced US war effort. The bug was the result of how these allies were activated in the game, which was by an allied DOW. This bug was fixed by removing any impact for an Allied DoW upon Turkey or Spain on US war effort. The same is true for Syria, Vichy France and Yugoslavia as well. It's not likely that the Allies will DoW countries like Spain or Turkey prior to US entry because doing so will give the Axis many extra units and they can rail German units to the area.
6. Added to the large counters Free French subs, which are needed if the axis rejects the French armistice and the allied player is playing with these counters. Also, made cosmetic edits to a handful of other Free French large counters.
7. Fixed a bug where hexes captured by Bulgaria (i.e., outside of the country) AND occupied by axis units would change to allied control when Bulgaria was conquered and changed sides. The Axis will now keep control of those hexes. However; EMPTY hexes outside Bulgaria and captured by Bulgaria WILL still revert to allied control.
8. Fixed a bug where Spain if invaded by the axis and would sieze Gibraltar if the UK evacuated there. Now the Spanish will only take Gibraltar if neutral or Axis and neither USSR nor USA are at war.
9. Made a change so that allied and axis units in the hexes that the Free French spawn in will end up in the force pool for immediate placement the following turn.
10. Put in place the following deterrents to mitigate “blob” strategies:
a. Added +1 oil consumption for mechanized corps at artillery tech 2
b. Placed supply limits by year on each type of unit, except garrisons and corps, on the number of units of that type that can be supported normally. Minor ally units do NOT count toward this limit. A country that exceeds this unit limit is changed a supply burden cost in OIL and PP’s. The supply limit is 3 for 1939, 5 for 1940, 7 for 1941, 9 for 1942, 12 for 1943, 15 for 1944 and 20 for 1945.
c. The PP cost for buying the next unit of type when the limit for that type has been met or exceed is:
(basic cost) * 1.05 ^ (number of units above limit after purchase).
d. The oil consumption for all units of that type is
(basic oil consumption) * 1.05 ^ (number of units above limit)
e. This means the penalty increases with the number of units above the limit. For example; for armor the limit is 7 and you have 6 units and basic oil consumption is 4. The first purchase will be 80 PP's and oil consumption will be 4. The second purchase will be 80*1.05 = 84 PP's and oil consumption will now be 4*1.05 = 4.2 for ALL armor units. The third purchase will be 80*1.05*1.05 = 88.2 PP's and oil consumption for ALL armor units will now be 4*1.05*1.05 = 4.41.
11. Fixed a bug that allows paratroop units to use ferry crossing.
12. Changed general.txt so land spotting is now halved for all units during winter and severe winter.
13. Implemented the show units in statistics panel and the tooltip shows the composition. Spread is determined by last digit of techs (different combination for each unit type and country so not a group increases or decreases); 0: -2; 1: -2; 2: -1; 3: -1; 4: 0; 5: 0; 6: 0; 7: +1; 8: +1 and 9: +2
14. Moved data for number of units and casualties for mech to the armor column.
15. Changed tooltip for the forces and casualties so the armor column shows Armor / Mech Corps.
16. Increased the length of the tooltip to 10-seconds for the forces screen and for the tooltips contained in the ribbon across the top.
17. Changed the names of a number for French units for generic names to historical ones.
18. Free French units are now shown with blue color in the mini map. Before they were shown with US (or UK) color.
19. Free French units spawned in cities were tried to be named as French. Removed the “e” in the number because it showed like 6the Garrison. Now it will show 6th Garrison.
20. Found and fixed a naming bug in the 1940.scn where the Amiens garrison was renamed to Ie CA.
21. Fixed a French armistice bug where when Paris was empty after June 27, 1940 caused the French to determine if the armistice offer was accepted or not. Now the check will only be made during the axis player turn and will give the axis player the rightful opportunity to accept or reject it.
22. Fixed the bug with casualties. Now the game will only count steps lost in combat and not losses inflicted in combat. So a 2 step unit receiving 6 hits will increase the unit destroyed by 1 and steps by 2 (not 6).
23. Added support in the options so it’s possible to show river names, country names and lake names on the map. These images are placed in a new folder called ..\Grand Strategy Mod\image\backgroundnames
24. Changed the name of the settings file from settings.txt to gs2_settings.txt. This new settings file contains an extra entry for whether or not river/country/lake names are shown.
25. Fixed a bug where enemy paratroopers occupying an airbase couldn’t be attacked by friendly air units. That bug is now fixed so that air units can attack the enemy paratroopers.
26. Fixed a terrain ownership bug in Canada.
27. Changed the Italian General Ambrosio date of death, which was listed incorrectly, from 1944 to 1958.
28. Change the names of major power air units and the way that these names are automatically to reflect more historical names based on GS air unit sizes.
29. Updated some map tiles to remove river name typos.
30. Fixed a bug where severe winter wouldn’t spawn in the 1941 scenario because it started in February and already spawning a severe winter on the first turn
31. Bumped the winter (not severe winter) percentage strength for air attack, strategic attack and shock attack from 50 to 60. Added new weather or changed other variables in general.txt
a. AXIS_WINTER_SUFFER 35 /* Severe winter penalty in 1939. Max efficiency will this value lower */
b. LESS_WINTER_SUFFER_PER_YEAR 5 /* Winter suffer drops by this value per year */
c. WINTER_SUFFER_OFFSET 5 /* Severe winter efficiency drop to all units will be Axis_winter_suffer minus this value */
d. ALLIES_WINTER_SUFFER 0
e. MAX_WINTER_SUFFER 25 /* Max possible efficiency loss from severe winter */
32. Axis winter_suffer dropped from 55 to 35. Since it drops by 5 instead of 10 each year it means the value is 25 in 1941 and 20 in 1942. Winter suffer offset is a new variable that will be deducted from the max efficiency drop when finding the one time per severe winter efficiency drop. One time drop will be 20 in 1941, 15 in 1942 and so on. The Axis will now lose a lower efficiency on all units present in the severe winter zone. In addition the max efficiency will drop so the units staying in there can’t regain efficiency back to the former max. Message about severe winter is updated so it also shows the temporary max efficiency loss. Bumped the efficiency loss percentage from southern Russian hexes from 50 to 75 since the max value is now lower. This is done to let the Axis feel that there is a winter in southern Russia too.
33. Production increase per quarter is increased from 6 to 7
34. Production increase when a major power activates for war is increased from 10 to 20
35. USSR will receive 8 garrison units as their strategic reserve on August 1st 1941
36. Norway is linked to Denmark and Sweden and Denmark to Norway and Sweden. This means that if a country DoW’s one of the 3 countries on a prior turn then the other 2 will not be surprised. It also means the units spawning will be at full strength (10 steps). If Norway or Denmark are surprised then each of their units will be spawned at 2 strength. So it’s now very lucrative for the Axis to Dow these countries on the same turn
37. Belgium and Holland are also linked. If Holland is DoW’ed on a prior turn then Belgium won’t be surprised. If Belgium is DoW’ed on a prior turn then Holland won’t be surprised. If Belgium is not surprised then all units will spawn at full strength. Otherwise the unit in Liege will spawn at 10 strength, the corps at 7 strength and the garrisons at 5 strength. The location of the garrison adjacent to Belgium is dependent on which side will DoW Belgium. If Holland is not surprised then all units will spawn at full strength. Otherwise the garrisons will spawn at 5 strength and the corps at 7 strength. The garrison north of Hague is removed.
38. The French and UK forces in France (and air units in UK) will only suffer a 20 efficiency loss if Belgium surrenders in one turn.
39. The 1939 scenario is updated so the one Dutch garrison is removed and one Belgian garrison is removed so it can spawn dependent upon which side will attack Belgium. It will defend against France if the Allies DoW Belgium and against Germany if the Axis DoW.
40. The 1940 scenario is changed so Denmark and Holland are set to neutral. The German forces are moved out and placed outside these countries
41. The Germans are allowed to build a paratrooper in 1939 so they can have it ready for Case Yellow Liege can’t be changed to a city from a fortress until 1940 because the paratrooper can’t be released out of the force pool until the fair weather in 1939 is over.
42. Changed the German synth oil plant productions to the following:
a. Industry tech 0: 0 production
b. Industry tech 1-3: 1 production
c. Industry tech 4-5: 2 production
d. Industry tech 6: 3 production
43. After some playtesting it was found that the +20 war effort when joining the war actually affects countries already at war as well. This means that Germany, UK and France would start with 10 more war effort than they used to. Well, Germany is at 110 due to tech, but would have been at 120 if industry was higher. In order to compensate for that the at start war effort for Germany was decreased from 100 to 90 so they will start with 110, France was decreased from 30 to 20 so they will start at 40 as before, UK was decreased from 45 to 35 so they start at 55 as before. The countries benefiting from +20 war effort when they join the war will be Italy, USA and USSR as intended. Since Germany will most likely not take Holland and Denmark in 1939 as they used the German start PP’s in the 1939 scenario was increased from 20 to 35. This means they can afford 1 lab and also upgrade a garrison to para on the very first turn. The 15 extra PP’s is about the same they would gain from having Hague, Arnhem and Copenhagen for some turns in 1939 and some in 1940 before Case Yellow starts.
44. Damaged cities will only provide supply if supply can’t be traced from other cities. This way you need to isolate the damaged city to lower the supply in the hex.
45. Persia will spawn garrisons in all cities if Axis units occupy a city / resource in Iraq.
46. Persia will activate when an Axis unit has moved into Iraq instead of when an Axis unit captures an Iraqi resource
47. Free French garrisons will spawn in empty French controlled north Africa city/ fortress hexes when the French armistice offer is rejected. The units spawn at the following strength: FREE_FRENCH_GARRISON_STRENGTH 5 /* 0..10 0 = no spawn. Strength of the Free French garrisons in Morocco, Algeria and Tunisia after the fall of France */
48. Britain is required to have a home guard force in Great Britain / Canada before USSR or USA joins the Allies. Failing to do so will make a loss in max morale of all British units. These parameters control how this is done:
a. UK_HOME_GUARD_UNITS_REQUIRED 10 /* Number of land units needed in core UK territory prior to USA or USSR joining the Allies */
b. UK_MORALE_PENALTY_PER_MISSING_HG 5 /* Max morale of all UK units are lowered by this number for each missing HG unit in UK */
49. There are at start 13 UK land units in Great Britain / Canada so it’s possible to have a BEF of 3 units without losing any morale loss. Once you fall below 10 units you will lose 5 max morale per unit failing to make the 10 unit limit. This is the message that will be shown every turn the Allied player fails to keep the HG requirement: INDEX-978| "Too few British Home Guard land units causes fear in Britain. All UK units suffer a max morale loss of"
50. Please notice that if an Axis has entered Great Britain or Canada then the US max morale loss will not apply. The UK morale would get back to normal if the Germans actually landed in England. This way it’s not possible to invade Britain and force the morale to get to 0 by killing British units.
51. Added a prerequisite for Spain activating as an Axis ally that USA has to be neutral.
52. Canadian units will now spawn at normal quality and not the reduced quality if the UK manpower level is yellow.
53. Added images for French armor level 6.
54. Changed the 1939 and 1940 scenarios so the numbers of the German units match the OOB for Case White and Case Yellow
a. Changed German Korps to Armekorps
b. Changed German Panzer Korps to Panzerkorps
c. Changed German Panzergrenadier to Panzergrenadierkorps
d. Changed German Fallschirmjager Korps to Fallschirmjagerkorps
e. Changed German Fallschirmjager Div. to Fallschirmjagerdivision
55. Reduced the font size of the unit name and country name in the unit panel from 24 to 22 to fit in all text with numbers
56. Changed the owner of the southern convoy from UK to USA when USA joins the Allies.
57. Widened the column range for the southern convoy spawn point from 1-12 to 6-20. Row will always be the bottom of the map.
58. Changed the max values of each convoy to the following:
a. /* Max production worth of the 3 different convoys. Max value is modified by the averaged war effort of UK and USA */
b. NORTH_ATLANTIC_CONVOY_SIZE 90 /* Convoys go to USSR after USSR joins the Allies. Before they go to UK */
c. MID_ATLANTIC_CONVOY_SIZE 110 /* Convoys go always to UK */
d. SOUTH_ATLANTIC_CONVOY_SIZE 90 /* Convoys go to USA after USA joins the Allies. Before they go to UK */
e. Old values were: North: 100, Mid: 140 and South: 50
f. These changes should give USA a considerable increased income at the expense of primarily UK, but to a lesser degree Russia. The southern convoy will use 3-4 turns to reach the destination port (New York)
59. Changed code so UK will get Iceland on turn 14 or later if Denmark is conquered. So if Denmark is conquered late then Iceland will be “conquered” by UK later. USA will get Iceland regardless in 1941 because that was not an invasion, but an agreement with the Danish ambassador. Same with Greenland
60. Replaced China as a possible country to select with Norway. This includes the necessary language and flag files.
61. The criteria for unloading and for invading a hex were inconsistent for a transport in clam seas and a target hex in non-fair weather. This has been fixed so the criteria for both unloading and invading are now:
a. Transport hex must be in calm sea
b. Destination hex can’t be a mountain hex
c. Exception is that you can unload into friendly hexes from a port regardless of weather
d. This should make it slightly easier to land and it won’t matter if the weather in the destination hex is not fair.
62. Removed the Gustav Line fortresses in Italy from all scenarios except the 1944.scenario. Added code that will remove the fortresses in ongoing games that haven’t reached July 1943 or had Allied units in Italy. The Gustav Line fortresses will spawn if:
a. Year is 1942 or later and an Allied unit has landed in a core Italian hex
b. Turn is July 1943 or later
c. A message about the spawn will be shown
d. The Gustav Line fortresses can be set in general.txt
63. – Not Used –
64. Changed the font size and placement of some text in the lab window so it’s possible to type Level instead of lvl. That was needed that for Norwegian, Spanish and German too.
65. Fixed a bug about the language of the cashed in convoy. This message is generated in country.class and not game.class and was therefore not checked for language. Now the language is to that of the Allied player.
66. Fix a map bug in Canada.
67. Text for unit type using transportation loop was always in English. Now changed to show correct language.
68. Text for unit type onboard transports was always in English. Now changed to show correct language.
69. Fixed a few Norwegian text strings.
70. Made sure that fortresses don’t respawn if a city is retaken by the side owning the original fortress. This applies mainly to the Gustav line fortresses.
71. Added code so the German eastern front fortresses can spawn as early as 1942 if Allied units within core German hexes. Similar to the Gustav line fortress line being spawned if Allied units in Italy.
Last edited by rkr1958 on Sun Aug 21, 2011 7:31 pm, edited 1 time in total.
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Strange things I notice (in GS 2.0) - you could consider them in this update too.
=> weak units (e.g. 2 steps) load to 10 step transports. To destroy such unit you need to destroy 10 steps of transport. Shouldn't it be rather:
a) transport steps are equal to those of the unit it carries? OR
b) unit looses steps proportionally to steps lost by transport (e.g. when 10 step transport carrying 2 step unit looses 7 step then unloaded unit will have 0.6 step ~= 1 step, if it lost 8 step then unit/transport should be destroyed
=> aircrafts are not affected by supply rules. During MED campaign Brits evacuated Malta fighter through zone occupied by 8th Army which was out of supply. Same thing later in Iraq. British fighter in Synai cut off from friendly cities flew freely to Iraq.
=> weak units (e.g. 2 steps) load to 10 step transports. To destroy such unit you need to destroy 10 steps of transport. Shouldn't it be rather:
a) transport steps are equal to those of the unit it carries? OR
b) unit looses steps proportionally to steps lost by transport (e.g. when 10 step transport carrying 2 step unit looses 7 step then unloaded unit will have 0.6 step ~= 1 step, if it lost 8 step then unit/transport should be destroyed
=> aircrafts are not affected by supply rules. During MED campaign Brits evacuated Malta fighter through zone occupied by 8th Army which was out of supply. Same thing later in Iraq. British fighter in Synai cut off from friendly cities flew freely to Iraq.
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yes that is correct. It is part of the fog of war that your opponent does not know the strength or type of unit being carried.
in the beginning only INF corps can perform hex occupied attacks and then land if the enemy retreats. The others can only land if the weather is fair and the hex is empty.
Transports can always unload from ports no matter the weather. Later on the mech and then Armor become Amphib capable to attack and then land on occupied coastal hexes.
It does not take much to sink a transport.
in the beginning only INF corps can perform hex occupied attacks and then land if the enemy retreats. The others can only land if the weather is fair and the hex is empty.
Transports can always unload from ports no matter the weather. Later on the mech and then Armor become Amphib capable to attack and then land on occupied coastal hexes.
It does not take much to sink a transport.
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- Lance Corporal - SdKfz 222
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Well - it takes 3 subs (early in the war) so I do not consider it 'not much'pk867 wrote:yes that is correct. It is part of the fog of war that your opponent does not know the strength or type of unit being carried.
in the beginning only INF corps can perform hex occupied attacks and then land if the enemy retreats. The others can only land if the weather is fair and the hex is empty.
Transports can always unload from ports no matter the weather. Later on the mech and then Armor become Amphib capable to attack and then land on occupied coastal hexes.
It does not take much to sink a transport.

What my opponent is doing is to evacuate 'nearly dead' units (1 or 2 steps) from ports and avoiding destruction as destroying a transport takes 3 sub attacks or 2 BBs'.
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We've always used Armeekorps. So the game is ok and the list wrong.eisenkopf wrote:While we're at it, "Fallschirmjager" should be "-jäger" or "-jaeger". "-jager" is wrong.barteksanok wrote:" a. Changed German Korps to Armekorps "
Should be "Armeekorps" from german "army" is "die Armee".
We write Fallschirmjager without the umlaut because it won't show properly using English Windows. Instead you see a white square. We type jager instead of jaeger because we saw jager in most English articles similar to Konigsberg instead og Koenigsberg
I know that simply removing the dots is a convenient way to map from encodings like latin1 or utf8 to ascii, because it keeps the number of characters. I do the same at work! However, if you want to write it German, it's the wrong way. The correct way to transform Umlaute is to use the base character, and add an "e". "ä" equals "ae", not "a". For example, "Säge" means "saw", but "Sage" is "tale". "Jäger" is "Jaeger", "Jager" does not exist as a word. Toponyms are a different matter, because there are different versions in different languages. So "Munich" is correct, while "Munchen" is not.Stauffenberg wrote:We've always used Armeekorps. So the game is ok and the list wrong.eisenkopf wrote:While we're at it, "Fallschirmjager" should be "-jäger" or "-jaeger". "-jager" is wrong.barteksanok wrote:" a. Changed German Korps to Armekorps "
Should be "Armeekorps" from german "army" is "die Armee".
We write Fallschirmjager without the umlaut because it won't show properly using English Windows. Instead you see a white square. We type jager instead of jaeger because we saw jager in most English articles similar to Konigsberg instead og Koenigsberg
How about representing the Soviet transfer of industry to Siberia? Currently many players seem to withdraw immediately after the fighting starts and gives up many cities without much fighting, which is the opposite of what happened historically. I'm not saying that we should strive for a historical Barbarossa in every game, but if it was possible to transfer some PPs from western territories behind the Urals, then there at least would be some incentive not to withdraw to inner Russian regions, i.e. it would be less of a no brainer.
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And if player is planning Barbarossa in 1942 suddenly in autum of 1941 he received info that Stalin moved whole industry beyond Ural.....
If Stalin was thinking about agressive war with Germany it's pointless to move industry far away, only to block railways...
Maybe good sollution would be such thing: when moving industry beyond Ural it must have cost for railway transport the same as troops?
If Stalin was thinking about agressive war with Germany it's pointless to move industry far away, only to block railways...
Maybe good sollution would be such thing: when moving industry beyond Ural it must have cost for railway transport the same as troops?