Update 3 Testing 2(STILL not the actual update)

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Balthagor
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Update 3 Testing 2(STILL not the actual update)

Post by Balthagor »

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

Usual warnings that this is not the final update but this does address the economy and a lot of other fixes from the last few weeks of feedback on the first test version;

This should install fine on top of either 7.2.2 or from 7.2.45
7.2.59 Tester Readme

Known Issues
- 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.)
- In some cases after regions fall, problems with minister Garrison control
- When liberating a region the relations don’t change as expected
- Queuing units from “all production” will not always divide properly between available build locations
- Some scripted events are not properly triggered
- Some GUI buttons can get stuck in some cases after using the Branch filters.
- Some espionage related bugs
- If you use the Global Rules of Engagement and push “Lock from Minister AI to every unit that will cause spies to stop working

UPDATES

Update 3 beta – September 2012

Changes 7.2.59
- New Consumer demand formulas - more GDP tie-in; Roads/Rails for fuel use (was in 7.2.45 actually, missed in change log)
- Oil prices for high GPD adjusted (Modern World mod) and should behave better
- Pathing improved
- Less idle units over long term
- Better AI control of defcon & buildup
- Minister will reduce preparedness/alert level properly once wars are over
- More N Korea and N Vietnam balance adjustments (allies can still disrupt balance)
- Commodity markets improved
- Economies for long term games improved
- Map changes for Suez and Panama. These canal colonies set for international transit.
- Spies work in games without Fog of War
- Naval invasion preparations now cancelled when enemies all die
- Long-idle units return to reserve more often (including air and naval and leg)
- More tests and fallbacks to prevent clone unit bug
- More use of AI Assistance requests when units destroyed
- More use of Naval AI Assistance requests
- AI war declaration consideration of 'allied with superpower' now considers colonies too
- Formula that ties demand to GDP adjusted
- Fixed Bug with DAR calculation based on domestic prices
- Improved formula for calculation of production cost related to gdp
- Adjusting social spending thresholds for minister
- DAR hit for high domestic prices is increased
- wmrelrate increases over time (affects some facility/tech cost formulas)
- wmbasegdpc increases with world inflation (affects formuals)
- wm base cost of resources increases with world inflation
- socialdefault baselines increase over time
- Regional cost of resource production affect by world pricing
- Increased facility maintenance costs calculations
- Parents now provide more support to colonies in need
- Social costs increased esp for higher levels of quality & richer nations
- Rich nations expect higher social values
- New variable in wmdata: socadj for adjustment of social expectations/costs
- AIParameters updated.

Changes 7.2.45:

- 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
http://www.battlegoat.com/downloads/SRC ... 7-2-59.exe
Chris Latour
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pzkpfw
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Re: Update 3 Testing 2(STILL not the actual update)

Post by pzkpfw »

Maybe it's just me but the link is not working..
TheCyab6a
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Re: Update 3 Testing 2(STILL not the actual update)

Post by TheCyab6a »

its not for me to it takes me to a screwed up page
pzkpfw
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Re: Update 3 Testing 2(STILL not the actual update)

Post by pzkpfw »

TheCyab6a wrote:its not for me to it takes me to a screwed up page
Exactly the same for me..
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George Geczy
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Re: Update 3 Testing 2(STILL not the actual update)

Post by George Geczy »

hmmmm, maybe if we spelled "downloads" correctly.

Try this (and I'll edit the original post shortly):

http://www.battlegoat.com/downloads/SRC ... 7-2-59.exe
draaimolen
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Re: Update 3 Testing 2(STILL not the actual update)

Post by draaimolen »

just played the patch for a little bit, noticed a small oddity when i imported electric power,
there was plenty of power to be imported but all of the amount i imported vanished into nothingness
and that was about of 2 mil and it still said excellent however,

it still costed me money and same thing happens with export but in reverse when i sell electric power i lose the amount i export but no profit is made either some black-hole thats sucks up my profit :(

another odd thing which happens when selecting ground units sometimes, it shows a blue line as if there is a naval unit among them which is not the case at all because i had all my naval units in reserve ??? and that line goes all the way to a country that a do not own at all :O
Last edited by draaimolen on Sep 28 2012, edited 1 time in total.
Aragos
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Re: Update 3 Testing 2(STILL not the actual update)

Post by Aragos »

you do realize that all excess electric vanishes now at the end of the day, right? no more stockpiling batteries..

or is this different (what you are reporting)?
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Re: Update 3 Testing 2(STILL not the actual update)

Post by draaimolen »

Aragos wrote:you do realize that all excess electric vanishes now at the end of the day, right? no more stockpiling batteries..

or is this different (what you are reporting)?
its diffrent i pay for imports and the trade says - the number amount of electric power and i dont receive any at all but i still pay for the price i imported all other resources work fine except electric power which was already happing in the test patch before this one i forgot to mention that :/
openair
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Re: Update 3 Testing 2(STILL not the actual update)

Post by openair »

Yes. Like Aragos said electricity no longer stockpiling was an intentional change in the last patch. Basically you can now only important electicity up to your daily unmet demand. Any electicity import above that disappears just like any extra electicity production not consumed or sold disappears.
warhead
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Re: Update 3 Testing 2(STILL not the actual update)

Post by warhead »

the speed seems MUCH faster on this test update. really like it
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Re: Update 3 Testing 2(STILL not the actual update)

Post by Hullu Hevonen »

never use 'STILL' in a thread, Propaganda/psychology 101, only use positive wording :P . I like the economic improvments so far :)

EDIT: you could expand on the socadj and set soc expectations for all social services. People usually prioritize different socials differently with health care being among the more important etc.
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Re: Update 3 Testing 2(STILL not the actual update)

Post by asierus »

well i was playing with spain testing this new beta and in 1951 i started allying some countryes and then i allyed U.S after that all those boats pop up from nowhere and everywhere i look at , i even have some tanks in the sea floating lol.

im not sure if this is already replyed

there is an image of spain sea zone with those dancing boats (this happens averywhere in the world)

Image

Uploaded with ImageShack.us
Ragu
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Re: Update 3 Testing 2(STILL not the actual update)

Post by Ragu »

Cant really see anything asierus, as that thumbnail picture is the same size when clicking on the magnifying glass on Imageshack. Can you upload a larger image?
Image
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Re: Update 3 Testing 2(STILL not the actual update)

Post by Fistalis »

asierus wrote:well i was playing with spain testing this new beta and in 1951 i started allying some countryes and then i allyed U.S after that all those boats pop up from nowhere and everywhere i look at , i even have some tanks in the sea floating lol.

im not sure if this is already replyed

there is an image of spain sea zone with those dancing boats (this happens averywhere in the world)

Image

Uploaded with ImageShack.us
Sounds like this issue.
- More tests and fallbacks to prevent clone unit bug
Apparently not enough tests or fallbacks. :lol:

That being said I assume you started a brand new game? Or is this an old save from the previous test version?
(Haven't found time to test this version yet but I ran into this issue with the last test version)
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Balthagor
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Re: Update 3 Testing 2(STILL not the actual update)

Post by Balthagor »

Argh :evil:

Yes, that's the issue.

If you save and reload, the phantom units should go away.
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