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News about GS v2.2, now renamed to GS v3.0

Posted: Mon May 20, 2013 2:35 pm
by Peter Stauffenberg
We have been in contact with Slitherine since GS v2.2 is now very stable and seems to be quite balanced. They will now start to work on the installer so we can release the new version to the public.

Since this version will become a new official version we have decided to rename the new version to GS v3.0.

We expect Slitherine to receive the files for building the installers later this week. Then we need a little time to test the installer before Slitherine can publish GS v3.0. It's not long now until you get the new version.

So if you plan on starting new games in the next few weeks you could probably hold until GS v3.0 is out the door. :)

Re: News about GS v2.2, now renamed to GS v3.0

Posted: Thu May 23, 2013 1:00 am
by Morris
Looking forward to the GS 3.0 !! :D

Re: News about GS v2.2, now renamed to GS v3.0

Posted: Fri May 24, 2013 1:08 pm
by Cataphract88
When playing as the Axis in single-player, my 2.1 version of the game stopped working in the middle of Allied turn 80 :cry: , and a similar thing happened to my son on a different PC. I also remember that this happened to me (as the Allies in single-player) while playing a slightly older version of the Grand Strategy mod.

Will this new version (3.0) be any more stable in single-player :?:

Re: News about GS v2.2, now renamed to GS v3.0

Posted: Fri May 24, 2013 5:21 pm
by Peter Stauffenberg
You need to send the data shown inside the DOS window started by the game. It shows which class file and line it hung in

Send me the screenshot on emaul

Re: News about GS v2.2, now renamed to GS v3.0

Posted: Tue Jun 11, 2013 12:47 pm
by IainMcNeil
Hi guys

we're a bit overloaded and trying to find time to get this done. Please bear with us.

Thanks!

Re: News about GS v2.2, now renamed to GS v3.0

Posted: Tue Jun 11, 2013 11:54 pm
by JimR
"Everything comes to him who waits." Anticipation builds excitement! :)

Re: News about GS v2.2, now renamed to GS v3.0

Posted: Sat Jun 22, 2013 3:23 pm
by Peter Stauffenberg
While waiting for Slitherine to get ready to make an installer we took the opportunity to alter the transport loop rules a bit.

I coded the transport loop changes and it seems to work well. Now the canals can be closed for both sides if you don't control all adjacent hexes.

This is added to general.txt:
KIEL_CANAL_LOOP_CONTROL_HEX_0 5779 /* 0 = not counted */
KIEL_CANAL_LOOP_CONTROL_HEX_1 5780 /* 0 = not counted */
KIEL_CANAL_LOOP_CONTROL_HEX_2 5850 /* 0 = not counted */
KIEL_CANAL_LOOP_CONTROL_HEX_3 5851 /* 0 = not counted */
KIEL_CANAL_LOOP_CONTROL_HEX_4 5923 /* Kiel hex. 0 = not counted */
SUEZ_CANAL_LOOP_CONTROL_HEX_0 8274 /* Port Said. 0 = not counted */
SUEZ_CANAL_LOOP_CONTROL_HEX_1 8275 /* 0 = not counted */
SUEZ_CANAL_LOOP_CONTROL_HEX_2 8276 /* Suez. 0 = not counted */
SUEZ_CANAL_LOOP_CONTROL_HEX_3 8345 /* 0 = not counted */
SUEZ_CANAL_LOOP_CONTROL_HEX_4 8346 /* 0 = not counted */
SUEZ_CANAL_LOOP_CONTROL_HEX_5 8347 /* 0 = not counted */
ATLANTIC_TO_RED_SEA_CONTROL 200 /* 100 = Axis, 200 = Allies, 300 = open to both sides */
ATLANTIC_TO_PERSIAN_GULF_CONTROL 200 /* 100 = Axis, 200 = Allies, 300 = open to both sides */
RED_SEA_TO_PERSIAN_GULF_CONTROL 300 /* 100 = Axis, 200 = Allies, 300 = open to both sides */

As you see you can actually alter the control method for the 2 Atlantic loops and Red Sea to Persian Gulf loops. Right now the first 2 can only be used by the Allies while the Red Sea to Persian Gulf can be used by both sides.

If you alter the value for the Atlantic loops from 200 to 300 you open them for both sides.

The control hexes for the Kiel and Suez canals are added. If you set one or more of the hexes to 0 then you disable that control. So it’s actually possible to just have Port Said and Suez controlling the Suez canal if you disable the other 4.

Now we don't have controlling cities for the transport loops for the canals. Instead we check which side controls hexes adjacent to the canal. If all hexes are either friendly or neutral then you can use the canal. If not the canal is closed for both sides. This is more realistic since land based units could easily shoot at ships sailing through the canal if they were at one of the canal banks.

The reason for the Atlantic to Red Sea and Atlantic to Persian Gulf loops to only be open for the Allies is because using these loops means you sail via the Cape of Good Hope. Only the Allies had naval bases along the path (western Africa, Nigeria, South Africa, Kenya etc.). With the Red Sea to Persian Gulf open for both sides it means the Axis player can sail his units to the Persian Gulf once he gets control of the Suez canal. The reason for this is that sailing distance between the Red Sea and Persian Gulf was rather short and along the coast of neutral Arabia. So the Axis could use naval bases in Suez and Italian Somaliland to support such an operation. This change increases the importance of the Suez. Once the Allies lose the Suez they risk having an Axis invasion in the Persian Gulf. So the Allied player better need to have a naval presence in the Persian Gulf before that happens.

Earlier in GS v3.0 we had added a +5 Italian morale boost when Port Said falls. They get a similar morale boost when Athens falls to the Axis. Italy also gets a bonus production of 4 PP's when Port Said falls because the control of the Suez means resources from Ethiopia and Italian Somaliland can reach Italy.

This means we have good flexibility with the transport loops now.

Re: News about GS v2.2, now renamed to GS v3.0

Posted: Sat Jun 22, 2013 3:27 pm
by Peter Stauffenberg
I mentioned this because it shows there are some benefits having to wait for Slitherine. It means we get time to add minor improvements. :)

Re: News about GS v2.2, now renamed to GS v3.0

Posted: Mon Jun 24, 2013 3:34 pm
by Peter Stauffenberg
Another minor change we got in was to code it so the Free French forces arrive in the US force pool instead of invading near Agadir if Agadir is Axis controlled. So now you can benefit from sweeping French North Africa as the Axis. The Free French won't automatically kick you out of the Agadir area. They have to invade the hard way.

Re: News about GS v2.2, now renamed to GS v3.0

Posted: Wed Jun 26, 2013 5:21 am
by ncali
Stauffenberg wrote:Another minor change we got in was to code it so the Free French forces arrive in the US force pool instead of invading near Agadir if Agadir is Axis controlled. So now you can benefit from sweeping French North Africa as the Axis. The Free French won't automatically kick you out of the Agadir area. They have to invade the hard way.
Nice change! Glad to see this one.