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Post by williammiller on Jul 29, 2015 17:37:40 GMT -6
OPEN BETA ANNOUNCEMENT for Rule the Waves (RtW):
I have posted the installer/updater of the latest beta for Rule the Waves v1.10 (beta 6) to the 'Info and Downloads" thread for RtW. Anyone who owns RtW can download and install the patch - however please be advised that your RtW serial number will be required in order to install the update.
I would ask that you post any bugs you discover for this particular release (beta 6) only on THIS VERY THREAD so we can keep them all in a single location. Comments, suggestions, etc (anything that you believe is not a bug/issue) may and should be posted on other threads, please.
You should be able to safely update with this beta patch and still update to the final 1.10 update (without having to reinstall) as we have changed the way we apply our patches.
Keep in mind that this is a beta patch, not the final 1.10 update, and thus game components/play/items are subject to change before the final 1.10 update is published.
Thanks!
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Post by ccip on Jul 29, 2015 19:01:50 GMT -6
Great, thank you! Quick question - is there a changelog?
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Post by williammiller on Jul 29, 2015 19:30:41 GMT -6
Great, thank you! Quick question - is there a changelog? Yes, I had to leave my post for a bit but the changelog is going up ASAP.
Thanks!
Complete change list for v1.10 Beta 6:
v1.1 Changes: * Slightly increased shell damage. * Improved the move ship screen for more user friendly interface. Also added drag and drop ship movement on world map. * Maneuver unlocked after 10 minutes in convoy battles even if no enemy sighted. * The question to finish ships under construction with the best fire control will only be asked once. * Ships on ASW patrol will not have to go to the yard to fix maintenance problems (for simplicity, they can be assumed to do that regularly as part of their assignment). * Reduced effects on unrest level of raider sinkings in none-home areas. * Casemates and side by side forward guns now not allowed on small DD. * Bonus tech can now appear somewhat earlier than before. * Penetra! tion data for own guns can now be accessed during battles (button in ship status screen, in main guns box). * Added zoom out button on world map. * Summary of oil producing areas now available (button on on map tab). * The grant free passage to revolutionary event will now only happen once per war. * Increased VP penalty for declining fleet battles. * Summarized ships scrapped as a result of treaty (to reduce tedious clicking of messages in large games). * Ship class definitions now added to the manual. * Sea and land colour preferences now applies to world map as well. * Added option to continue beyond 1925. * Blocked cheating by exiting battles before they are finished. * Blocked out of range speed/displacement values for very large fast ships in the ship editor. * Lowered the cost of coastal batteries by 20%. * Tweaked strategic submarine and mine effectiveness and improved player feedback. * Slight increase of rebuild times. * You can now open your own (=player nation) ship designs from other saved games in the ship designer. Makes it possible to reuse designs from previous games. * Range circles will now display at start of a scenario (if selected). * Blocked TR, AV and LT types in ship designer (not supposed to be designed by the player anyway). * Reduced chance of smallest battleship fleet event for small nations. * Possessions may be invaded during war if one side has a great force preponderance in the area (at least 4 to 1). (This is handled randomly as invasions are decided by the Army). * Main form interface now adapts to screensizes down to 1024 * 768. * Centreline turrets other than A or Y not allowed until 3 centreline turrets developed (to stop unusually creative ship designs). * Added bonus techs to France and Russia. * Maximum armour increased to 18 inches. * Added some events (Thanks for suggestions). * Added sorting to list in build ship dialog. * Various other minor improvements to user interface. * When ships get heavy flooding there is a risk that submerged torpedo tubes are destroyed (Torpedo flat is abandoned). This will somewhat reduce the risk of sinking ships delivering a parting shot. * Updated manual.
Bug fixes: * Fixed cosmetic display glitch in the opening screen (only shows on some resolutions/machines). * Fixed a bug with displaying data for coastal batteries from the main screen. * Fixed a bug where the "Exit without saving" query not always worked. * Fixed a bug where oil firing was not allowed after 1920 as it should have been. * The all the worlds fighting ships button now brings up the naval almanac (which is of course in the bookshelf on the admirals bridge). * Fixed a bug that could cause the ultimate research areas to be ignored. * Fixed a bug with AI ship construction under treaty restrictions. * Fixed a bug where ships exceeding treaty displacement could not be rebuilt. * Fixed a bug where turret change from 12 to 15 in didn't work in rebuilds. * Fixed a bug that could lead to "cold war" after a send force to colony event. * Fixed erroneous text in training screen. * Fixed a bug where an AI nation would say they cancelled an alliance but didn't. * Stopped possibility to "take command" of friendly AI controlled forces. * Fixed a bug when sorting on year in main ship table.
Map and battle data fixes (will mostly only take effect in new games): * Moved a couple of bombardment objectives so that they can be bombarded from beyond the defensive minefields. * Fixed some bases on the wrong side in a couple of scenarios. * Fixed convoy objectives that were not in the correct location. * Fixed a map error that made it impossible to move directly from West Africa to East South America. * Fixed an error with the war data Russia vs France. * Cleaned up and added map detail in the Adriatic and Yellow Sea.
Games in progress can continue under the new version with some caveats: * Due to some changes in map data you should not patch if a game in progress is saved in the middle of a battle. * Due to map changes some errors may occur in surprise attacks on Russia if continuing ongoing games as Japan.
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swang
Junior Member
Posts: 97
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Post by swang on Jul 29, 2015 20:08:59 GMT -6
I'm not too sure how the drag and drop move is supposed to work.
As England, I D&D from North Europe to West Africa, and the move dialog shows up, except that there is nothing in the north europe box. If I click in the north europe box and click on the move ships button, the same dialog shows up with all my ships.
Speaking of which, most select boxes in the game I only need to single click to "toggle" the selection. This particular one I have to use the shift-click and ctrl-click alternatives to select multiple ships
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swang
Junior Member
Posts: 97
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Post by swang on Jul 29, 2015 20:19:04 GMT -6
For some reason Build sub and build ship got swapped
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Post by gord96 on Jul 29, 2015 20:43:45 GMT -6
Only thing I noticed so far is that in my USA game I had to send some ships to SE Asia for foreign tonnage. It seemed to have taken an extra turn. After 3 turns my foreign tonnage was still in the negative, yet the ships were in SE Asia and I got the warning that my foreign tonnage was low. On the 4th turn of travel it was ok. Will try and see if I can repeat it!
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Post by ccip on Jul 29, 2015 20:53:04 GMT -6
Not sure if it's specific to this patch, but when starting a new game for Austria-Hungary and letting the game generate my fleet, a "You do not have enough funds to build that ship" message popped up. It also lists 3 battleships in construction in the almanac, when in reality I have none. Haven't seen it when starting a game before.
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swang
Junior Member
Posts: 97
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Post by swang on Jul 29, 2015 22:30:14 GMT -6
It also lists 3 battleships in construction in the almanac, when in reality I have none. Haven't seen it when starting a game before. Actually, I think what the issue is that the display for the building rows are actually displaying the total, so if you have 3 and are building 3, then it would show 6.
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Post by brucesim2003 on Jul 29, 2015 23:12:22 GMT -6
Ok we've got a return of the problems that we had in S&I. Subordinate divisions point blank refuse to do as they are told. They break formation at the most bone-headed times. I'm trying to disengage a squadron with some DD's in support. The stay in formation till just after we are out of gun range, and then decide to charge right at the enemy I'm trying to disengage from. Put light forces at the end of the line, they charge the enemy and go round and circles. This is just bloody ridiculous.
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Post by elouda on Jul 29, 2015 23:22:00 GMT -6
Horsepower curves for vessels past 51,000ton still seem bugged - 27 knots at 51,000tons requires 114khp, at 52,000tons requires 58khp. 25 knots seems to be the only speed that scales correctly in that band.
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swang
Junior Member
Posts: 97
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Post by swang on Jul 29, 2015 23:31:20 GMT -6
Something is screwy with the colonial service calculations. I built a 1700 ton MS, and it provides 2125 bonus, 25%, whereas it's supposed to be 2550, 50%.
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Post by Fredrik W on Jul 29, 2015 23:36:19 GMT -6
Ok we've got a return of the problems that we had in S&I. Subordinate divisions point blank refuse to do as they are told. They break formation at the most bone-headed times. I'm trying to disengage a squadron with some DD's in support. The stay in formation till just after we are out of gun range, and then decide to charge right at the enemy I'm trying to disengage from. Put light forces at the end of the line, they charge the enemy and go round and circles. This is just bloody ridiculous. There should be no change in AI behaviour in 1.1 compared to 1.0. Supporting DD divisions will sometimes launch torpedo attacks when the division they are supporting is disengaging. It sounds like that is what's happening.
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Post by Fredrik W on Jul 29, 2015 23:41:13 GMT -6
Something is screwy with the colonial service calculations. I built a 1700 ton MS, and it provides 2125 bonus, 25%, whereas it's supposed to be 2550, 50%. It was always 25%. No change in 1.1.
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Post by jztemple on Jul 29, 2015 23:50:37 GMT -6
Something is screwy with the colonial service calculations. I built a 1700 ton MS, and it provides 2125 bonus, 25%, whereas it's supposed to be 2550, 50%. It was always 25%. No change in 1.1. I posted a separate message about this. The manual says the multiplier is 1.5 (page 6 of the 1.1 manual), also said the same in the 1.0 manual. I'm fine with the 1.25 multiplier and I guess other folks must be as well, so I guess it's just an update to the manual needed.
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Post by Fredrik W on Jul 29, 2015 23:53:26 GMT -6
It also lists 3 battleships in construction in the almanac, when in reality I have none. Haven't seen it when starting a game before. Actually, I think what the issue is that the display for the building rows are actually displaying the total, so if you have 3 and are building 3, then it would show 6. Yes, the building number is wrong. Thanks!
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