|
Post by Fredrik W on Jan 29, 2014 16:13:51 GMT -6
We havenew updates in the final stages of testing now. Hopefully we will have them out this week.
SAI WW1 will be upgraded to the same standard as SAI RJW.
SAI RJW will get an update.
Changes:
* Ships laying mines will keep a course straight ahead unless encountering land (real minefields were straight). * Added deselect all button to chief of staff/fleet engineer windows. * Obsolete ships are only worth half the points when damaged or sunk. * Point value for mandatory objectives raised. * There is now a VP penalty depending on difficulty level for ships far from friendly bases at the end of a scenario. * Made the AI better at deploying patrols, This should help the Japanese AI and make things more difficult when playing the Russians in the RJW campaign. * Some AI tactical tweaks.
Bug fixes:
* Fixed a display bug with coastal batteries having the wrong symbol when unsighted by the enemy. * Fixed a bug with detached ships not being reattached to the original division even when both were in the same port. * Made sure reach point ojectives will fire even when ships are entering port at the objective. * Fixed a bug with VP totals sometimes being slightly wrong. * Fixed a bug with status of captured bases not being saved correctly.
* Fixed a bug with high value units losing that status in saved campaigns (affects the Russians in the Baltic campaign).
Scenarios and data RJW Campaign:
* Fixed erroneous facing of coastal batteries of Bezymannaya fort in the RJW campaign. * Fixed an error with some Russian units from the Baltic not being included. * Ships in the Red Sea will now enter with teh other Baltic reinforcements if the player elects not to let them continiue to the far east.
Scenarios and data Baltic Campaign:
* The Russian dreadnoughts now correcly marked as High Value Units in the Baltic campaign.
|
|
jo
New Member
Posts: 22
|
Post by jo on Jan 29, 2014 23:31:42 GMT -6
Hi Will these updates include all the scenario generator fixes as below: - Spanish-American Battle Generator Fix
- RJW-Battle Generator Fix.zip (duplicate battleship Oslabya in the RJW battle generator)
- Chemulpo NSC
Will the patch include all previous patches (can be applied on clean install) or on top of 1.62? Thank you
|
|
|
Post by sinbad on Jan 30, 2014 8:53:53 GMT -6
Hi saved games / campaigns in progress will work? Or I have to restart from turn 1? thanks
|
|
|
Post by gornik on Jan 30, 2014 10:37:25 GMT -6
Glad to hear this! Thank you for improving these games! Love all changes, the only question is about:
I like this change too (though I should say goodbye for that nice zigzags...), as it forces player to scout and guard minelayer as it was IRL. But what would be ML behaviour, if enemy fleet appears in sight, while minelaying just started? Would it be possible to stop work and jettison rest of mines, trying to survive ship? Without it picture may be curious sometimes, especially in WWI game: AI Rurik II carelessly lays her 400 mines one by one in perfect straight line, while my German B's slowly come closer to her bow... (AI often couldn't deal with such situations - I remembered episode, when Rurik with mines on board was blown up by Moltke after 3 hours of flee and fight, as her commander didn't even try to jettison those expensive state-owned mines, afraid of bureaucratic problems more then 12-inch shells, even after some hits! :
|
|
|
Post by Fredrik W on Jan 30, 2014 11:47:13 GMT -6
AI controlled ships will jettison mines if they take a certain amount of damage. Other than that, it is hard to predict and program the AI for all possible situations that may arise, sometime you would want to jettison mines sometimes not. Also it takes time to jettison 400 mines, the same time as to lay them actually.
|
|
|
Post by randomizer on Jan 30, 2014 12:06:23 GMT -6
Jo wrote: Could you please clarify the problem?
Sinbad wrote: We're testing for this but regardless, there is always a chance that any patch may break a saved game or campaign.
Thanks.
|
|
|
Post by gornik on Jan 30, 2014 12:47:22 GMT -6
AI controlled ships will jettison mines if they take a certain amount of damage. Other than that, it is hard to predict and program the AI for all possible situations that may arise, sometime you would want to jettison mines sometimes not. Also it takes time to jettison 400 mines, the same time as to lay them actually. AI captains tend to be too reckless, and they like to play with mines . In one North Sea campaign I saw nearly dozen engagements, where british CL's full of mines attacked my equal or superior forces without any provocation, half of them ended their lives in brown mushroom clouds. It seems that doctrines of that time didn't allow such high risk, so I think that jettisoning should start after first near miss or first hit (maybe only medium/heavy), as for most situations it is safest (though sometimes not most effective) decision. This may break many operations for both player and AI, but many ships and lives would be saved and less YASD's would perform.
|
|
|
Post by Fredrik W on Jan 30, 2014 12:56:59 GMT -6
Thanks for the input Gornik! I have not seen this happen myself but it is good that you mention the problem. I will look at something to make mine loaded divisions more cautious, not sure I can do it for the current patch though. Throwing things in at the last minute is usually not a good idea, it creates bugs.
|
|
|
Post by Fredrik W on Jan 30, 2014 12:58:43 GMT -6
We're testing for this but regardless, there is always a chance that any patch may break a saved game or campaign. Thanks. To add to that: Saved games will work with the new update, but data changes in the campaigns will not affect already started campaigns.
|
|
|
Post by gornik on Jan 30, 2014 13:07:34 GMT -6
Throwing things in at the last minute is usually not a good idea, it creates bugs. Of course! I wrote this as I remembered some cases from the past, only to prevent forgetting report about them again
|
|
jo
New Member
Posts: 22
|
Post by jo on Jan 30, 2014 13:18:53 GMT -6
Jo wrote: Could you please clarify the problem? Thanks. Hi I remember there were various small patches and fixes to resolve issues and files were uploaded into posts. Here is the fix that was in the post: "It has been confirmed that the SAW Battle Generator is not working as designed but a fix has been identified.
Locate the file SAW.qbf in the ...\SAI_RJW\Custom Files folder;
Cut and paste this file into the ...SAI_RJW\Scenarios folder. If you just wish to copy/paste and so preserving the original file in its default location, that works as well.
The SAW BG should now start and run as intended."
Just wanted to know if all fixes and workarounds were incorporated.
Thanks
|
|
|
Post by randomizer on Jan 30, 2014 14:20:15 GMT -6
Hi I remember there were various small patches and fixes to resolve issues and files were uploaded into posts. Here is the fix that was in the post: "It has been confirmed that the SAW Battle Generator is not working as designed but a fix has been identified.
Locate the file SAW.qbf in the ...\SAI_RJW\Custom Files folder;
Cut and paste this file into the ...SAI_RJW\Scenarios folder. If you just wish to copy/paste and so preserving the original file in its default location, that works as well.
The SAW BG should now start and run as intended."
Just wanted to know if all fixes and workarounds were incorporated.
Thanks
The above should have been cured with the 1.52 update but there is a small error with the Spanish flag and a fix has been identified. Thanks.
|
|