Update 3 Testing (not the actual update)

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Balthagor
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Update 3 Testing (not the actual update)

Post by Balthagor »

This is not the update you're looking for...

Okay, after much discussion, we're not releasing the update today.

We are, however, making the testing version available to whoever would like it;

http://www.battlegoat.com/downloads/SRC ... 7-2-45.exe

You must have 7.2.2 to install this. When update 3 is installed, you might need to reinstall completely if you use this but probably not. We are actually hoping the final change log will have a bit more than this. Please be very aware of the "known issues" in this build.
7.2.45 Tester Readme

Known Issues
- Merchant Marine just stop in some places. Eventually AI regions will recall or scrap these. Still working to reduce this.
- Transport still takes northeast passage too often.
- Suez canal transit treaties may get cancelled too often.
- loading a savegame,starting time may take longer as all paths are re-calculated. This is especially noticable in games where there are hundreds of units actively moving.
- Boats still get stuck in “inlets”. (Baltimore, Bay of Fundy, etc.)
- AIparams still to be reviewed.

UPDATES

Update 3 beta – September 2012 -

Changes:

- Income and Expense reports in Treasury completely redesigns
- Income and Expense totals shown per department
- Spending shortfalls only shown when shortfalls exist
- Scorecard shows flag for “region is target of destabilization”
- Header will sort to find regions the player is targeting
- 25 more leaders faces (all leaders into the ‘80s)
- Map Fixes
- BattleZones touched up
- Balance reviewed based on engine changes
- Various fixes
- Tech Tree updated
- Equipment File updated
- Orbat fixes
- Updates to events
- Unit Trade - default to "trade where located";
-Scenario lobby option “Diplomatic Merchant Marine”, off turn will “magic transport”.
- Regions more likely to trade goods
- Allies will offer money more often (but less money)
- Approval negative effects minimized for players "in sphere"
- Military upgrade maintenance costs reduced / inflation adjustments
- Colonies auto-send their surplus to their parents daily (no cost / no trade)
- Colonies will max production, and not sell to market (send to parent instead)
- Fixed issue with certain minister priorities - rewrote internal priority handling
- Fixed garrison reduction issues (will still take time, though)
- GUI Crash bug resolved
- Naval "AI Request" message flood bug resolved (memory "leak")
- Adjusted use of interception-AI requests for stationary units
- Liberate Colony added for Single Player
- Neutral Exit flag inherited by merchant marine
- New Consumer demand formulas - more GDP tie-in; Roads/Rails for fuel use
- Start of game world GDP calculation fixed
- Power no longer stocked over multiple days
- Improved AI / Minister handling of Social Spending, Research spending
- Start of game world GDP calculation fixed again
- Adjustments to social spending when no money (AI/Minister)
- Colonies will slash research spending unless they are rich
- Exit Rule bugs fixed - units on 'neutral exit' will not get shot at; will use ports
- Fixes to trade w/o transit issues
- Air Patrol / Fuel bug fixed
- Tax / GDP Formula bug fixed
- Sphere changes when declaring war on other sphere member adjusted
- Handling of colonies of defeated player fixed in MP
- GUI items; handling of 'excluded flag' by AI updated
- Supply contribution of port is now based on largest value instead of prior order
- Fix bug in reduction-of-supply calculations
- Fixed Relationship change issues when liberating region
- Garrisons are eliminated when land changes hands
- AI war declarations on same "leaning" sphere increasingly possible
-State department Region Select now with Theatre headers
- Reserve and Production facility select now with Theatre headers
- Adjusted quick-exit path (Window X or alt-F4) to try to prevent exit-crash
- Fixed cache creation, memory bugs
- Aircraft landed on carrier units will no longer be shot at if sea but no land transit
- Diplo trade of units from base locked in colony should hopefully work
- Minister will no longer recommend research that is already in queue
- More on parent/colony exit rule fixes
- Fixed some goods reporting: diplo trades now show up in 'trades' total (but only quantity, not dollar value)
- Fuel/Ammo given to transit units w/o regional supply now reported in demand/use
- Adjusted save write buffer size for large unit counts (should resolve 1K save crash)
- Optimization - reduce RAM use
- Optimization - reduce savegame size
- More error checks in code
- AI unit scrap code will reduce more types of leg infantry, incl cavalry
- AI players will no longer send units to support a colony request (but may still respond to calls for assistance from parent units)
- on-map graphic events no longer queued when game is minimized
- More Merchant Marine fixes
- AI Merchant Marine that are completely lost will auto-scrap
- Performance adjustments:
- Units unable to sea transp to base will not try repeatedly
- Resupply is no longer done per slice; up to 120 slices at once if idle
- Units retreating to safe areas no longer need to go back to a base
- Reduced occurrence of "traffic jams" due to stack size pause & allies in the way
- findclosestbase routine improved to use seed pathing to check if reachable
- Possible issues with Resupply rate of in-reserve units fixed (minor)
- Various other small fixes
Chris Latour
BattleGoat Studios
chris@battlegoat.com
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Balthagor
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Re: Update 3 Testing (not the actual update)

Post by Balthagor »

SGTscuba wrote:Very nice Chris, I will see about giving this a go tommorow, probably with my friend. So I will report back any findings I get.
thanks!
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Re: Update 3 Testing (not the actual update)

Post by number47 »

I knew the cat would do the trick! :lol:
Thanks for the info on the Update! :wink:
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Re: Update 3 Testing (not the actual update)

Post by Draken »

Chris, the crashes I reported in 7.4.2 still happens in 7.4.5 (with the game started in .2)... They are associated with hex captures (no with the paradrops as I thought originally) and I just had one CTD when an allied merchant ship unloads in a recently captured port... I trying to find a pattern...
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Re: Update 3 Testing (not the actual update)

Post by bvb »

Thanks for making this build available before official release. [_]B
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Re: Update 3 Testing (not the actual update)

Post by Fistalis »

Balthagor wrote: - AI players will no longer send units to support a colony request (but may still respond to calls for assistance from parent units)
MM vietnam fixes yum. :wink:

(skill skeptical about OIL until i get around to testing :-? )
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Re: Update 3 Testing (not the actual update)

Post by George Geczy »

Draken wrote:Chris, the crashes I reported in 7.4.2 still happens in 7.4.5 (with the game started in .2)... They are associated with hex captures (no with the paradrops as I thought originally) and I just had one CTD when an allied merchant ship unloads in a recently captured port... I trying to find a pattern...
I am currently investigating this right now - it is not "debugger friendly" (ie, it doesn't crash in debugger, only in release builds). Current suspicion is that it is spy related though, especially spies that get recalled when their mission ends due to land capture.
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Re: Update 3 Testing (not the actual update)

Post by George Geczy »

As a general comment on this update, there's still a couple of small fixes and additions on the wish list we want to accomplish before Update 3 is officially wrapped, but the performance and pathing improvements are definitely changes that have given us some delays. I think the fact that we fixed crash situations that were rare for most people, but affected a small group more often, are a big plus. Performance in long games is significantly improved for most games. Merchant marine stupidity is considerably reduced, though working right now to improve that even further.

Some of the fixes will only really show for fresh games - if you load up a slow saved game, you will get some improvement (esp after a week or three as the AI clears up some of the clutter), but the biggest gains are for new sandbox and campaign games.

-- George.
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Re: Update 3 Testing (not the actual update)

Post by George Geczy »

Fistalis wrote:(skill skeptical about OIL until i get around to testing :-? )
Oil price fixes per your previous comments are still under review, not part of this release.
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Re: Update 3 Testing (not the actual update)

Post by Fistalis »

George Geczy wrote:
Fistalis wrote:(skill skeptical about OIL until i get around to testing :-? )
Oil price fixes per your previous comments are still under review, not part of this release.
alrighty, i'll wait for the next release then. :lol:

(Kudos on the amount of fixes though btw)

Just let me know if its going to stay as is, So i can discontinue my mods sooner rather than later though.
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Re: Update 3 Testing (not the actual update)

Post by draaimolen »

i get this odd error when i try to install this patch: Supreme ruler cold war: previous installation not found. the heck is that suposed to mean even when i place it in the folder it still says that .. |O
:cry:
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Re: Update 3 Testing (not the actual update)

Post by Fistalis »

draaimolen wrote:i get this odd error when i try to install this patch: Supreme ruler cold war: previous installation not found. the heck is that suposed to mean even when i place it in the folder it still says that .. |O
:cry:
I installed fine, are you running 7.2.2?

Also, its likely not to work with steam versions.
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Re: Update 3 Testing (not the actual update)

Post by asierus »

so steams users cant try that? Awn... :(
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Re: Update 3 Testing (not the actual update)

Post by draaimolen »

i am on 7.2.2 and im not playing on steam :o i wanna test to try find out some bugs so i can be of some help but it seems there is always something stopping from helping others :cry:
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Re: Update 3 Testing (not the actual update)

Post by George Geczy »

draaimolen wrote:i am on 7.2.2 and im not playing on steam :o i wanna test to try find out some bugs so i can be of some help but it seems there is always something stopping from helping others :cry:
Hmmmmmmm ... a normally installed SRCW that is at version 7.2.2 should work with this installer just fine. As noted we have not tested on Steam though, plus the fact that Steam likes reversing updates that didn't go through its system.

If you're sure you're at 7.2.2 you could always do a full uninstall/reinstall/Update to 7.2.2 and see what happens then...

-- George.
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