Update 3 Beta 3

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Balthagor
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Update 3 Beta 3

Post by Balthagor »

Latest test build for update 3. If this version tests out well, the plan is to shift it to being the official build in short order.

http://www.battlegoat.com/downloads/SRC ... 7-2-73.exe

Full Changelog (Green lines are changes from beta2 to beta3)
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)
- New Consumer demand formulas - more GDP tie-in; Roads/Rails for fuel use
- 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
- AIParameters updated (ver 7.2.59)
- Fixed accounting for dead spy in mission numbers
- Implemented AI use of Spy Recon, Spy Espionage, Spy sabotage
- Adjustments to Espionage & Counter-intelligence code
- Fixes to spy hap reporting / counts; Fixed spy gui issues
- Spies and no-move units no longer call for resupply
- Excluded units are no longer auto-built by minister
- Favorited units get some extra preference by minister
- Added default values to Minister specs when not set in People DB
- Improvements to Minister tax rate set
- Minister social spending fixes
- Minister domestic pricing fixes
- Improvements to minister alert/preparedness spending decisions
- Economic adjustments / Minister control
- Ministers will build facilities in compatible cities (not just industrial complexes)
- Ministers will not automatically reduce garrisons when told to reduce spending
- Fixed issue where AI rulers may not finish their work before end of day
- Adjusted tax income in large-population regions
- forcesplan region CVP setting better used by AI ruler
- Sphere Change email only sent if sphere victory condition is set
- Human player global unit initiatives new defaults set to low/high/low at start
- Theatre transfer by Merchant Marine is only done if distance > 200 hex - otherwise normal pathing is tried
- Colonies no longer directly make AI Requests for parent units
- Regions will no longer merch marine as much to low-priority colony requests
- Regions will not respond to out-of-theatre ally/mutual def requests unless TH or BZ priority level is above default
- AI Rulers Air unit buildup and other adjustments
- Air units will give up trying to reach unreachable destinations
- Fixed bug where some circling air units would not try to return for fuel
- Some optimization of air return to base code
- Improvements to AI request for assistance by colony, ally, mutual defense, etc
- Migration to Direct X9 - Win98/ME legacy attempts abandoned.
- Graphic code optimizations
- Relationship changes on liberating a colony fixed
- Unload command fixed to prevent improper unload on oceanic complex, bridges, etc (amphibious allowed)
- Factors involving civilian approval of different government types improved
- Support for more screen resolutions
- Alliance with player now provides mutual defense w/colony (for proxies). Does not apply to existing treaties in existing savegames.
- Priority of Research Recommendations lowered. Only seen if set to show lower priority messages.
- Garrisons not removed in low-priority zones if garrison lock set

- Various other small fixes
EDIT: Nov 22/2012 to newest download link (XP compatible)
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Balthagor
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Re: Update 3 Beta 3

Post by Balthagor »

Known issues for U3B3
- Boats use up fuel too fast causing travel range to be only slightly more than 50% of reported range
- 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.)
- Queuing units from “all production” will not always divide properly between available build locations
- Some scripted events are not properly triggered
- If you use the Global Rules of Engagement and push “Lock from Minister AI to every unit that will cause spies to stop working
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George Geczy
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Re: Update 3 Beta 3

Post by George Geczy »

Some of the particularly notable changes from Beta2 are the changes to economy calculations and minister/AI management. There should be better handling of tax rates, spending, domestic pricing, etc.

There's also improvements to the AI Region's use of units on longer-range deployments and in colonies, among other things.

More minister and AI actions as well, especially with Espionage.

Enjoy.

-- George.
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Zuikaku
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Re: Update 3 Beta 3

Post by Zuikaku »

Thanx for the update :-)
We'll test it :-)
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goulash
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Re: Update 3 Beta 3

Post by goulash »

Great Work Folks now I suppose you are going to bed.

Few Noobish Questions I need to get out of the way

1. New Install only? or can it be on top of previous?

2. Save game compat or not or just at our risk?

3. - Boats use up fuel too fast causing travel range to be only slightly more than 50% of reported range So If a Carrier states move range = 22000 miles, do I assume they will only go about 12000 ish miles.
Last edited by goulash on Nov 20 2012, edited 2 times in total.
rolf34
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Re: Update 3 Beta 3

Post by rolf34 »

Thanks guys, i hope to test it this afternoon (france) :-)
SGTscuba
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Re: Update 3 Beta 3

Post by SGTscuba »

Thank you guys for keeping up the support. Will test this out now.

You guys are awesome!
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Spookyashell
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Re: Update 3 Beta 3

Post by Spookyashell »

Steam user here. Uninstalled and reinstalled, (autoupdate in steam off)

But no matter what manual update I try (7.2.1 , 7.2.2 or this beta) I just get previous install not found :(
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Zuikaku
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Re: Update 3 Beta 3

Post by Zuikaku »

Game speed is excellent. Spies are working and is really good to see AI nations actually buiding facilities :-)

On the other hand, there are some occasional glitches in game speed (it seems to stop working for 10 seconds here and there, but nothing serious).
AI regions still NEVER offer any air defense, ships or airplanes for sale. So I urge BGs once again to do something with the unit trade and make playing smaller countries more enjoyable. I am currently playing as Iraq and have alliance with USSR. And yet, no offers for airplanes or ships. So, I may end armed with Sea Furies well into '70s. :-(
Please teach AI everything!
ue3japan
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Re: Update 3 Beta 3

Post by ue3japan »

update beta3 was installed.
However, game will not start.
error code: win32 not a valid application

beta2 can be started.

my OS:Windows XP 32bit
SGTscuba
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Re: Update 3 Beta 3

Post by SGTscuba »

Zuikaku wrote:Game speed is excellent. Spies are working and is really good to see AI nations actually buiding facilities :-)

On the other hand, there are some occasional glitches in game speed (it seems to stop working for 10 seconds here and there, but nothing serious).
AI regions still NEVER offer any air defense, ships or airplanes for sale. So I urge BGs once again to do something with the unit trade and make playing smaller countries more enjoyable. I am currently playing as Iraq and have alliance with USSR. And yet, no offers for airplanes or ships. So, I may end armed with Sea Furies well into '70s. :-(
I get offers for AA guns, planes (all but strat bombers) and ships
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Zuikaku
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Re: Update 3 Beta 3

Post by Zuikaku »

SGTscuba wrote:
I get offers for AA guns, planes (all but strat bombers) and ships
Which country are you playing? Do you got offers for post WW2 weaponry?? Does treasury level affects quality nad quantity of weapons offered (I have ~100 millions of cash only)? Maybe I just didn't have luck. But i woul'd really want to be able to negotiate purchase of the goodies I want.

It also seems that nobody helps South Korea now.
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Balthagor
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Re: Update 3 Beta 3

Post by Balthagor »

Unit trades can be increased if the "market value" is adjusted for units in the equipment file.
goulash wrote:...Questions
1. Should install fine over beta 2

2. Will work with savegames, but should not be used for "testing" of the update. Fresh is best.

3. - ...do I assume they will only go about 12000 ish miles.[/quote] Yes
ue3japan wrote:...error code: win32 not a valid application
Have you tried a full uninstall/reinstall?
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Re: Update 3 Beta 3

Post by Fistalis »

- Migration to Direct X9 - Win98/ME legacy attempts abandoned.
Welcome to 2002 :D

Zuikaku wrote: It also seems that nobody helps South Korea now.
If the change log is correct this would be an easy fix for an event to trigger the US to raise its TH or BZ priority to help SK at the appropriate time.
Regions will not respond to out-of-theatre ally/mutual def requests unless TH or BZ priority level is above default
Thats actually awesome for modders if it works like it says.

I get a day off tommorrow I'll try to get some testing games in..working overnights has got my schedule screwed though so there is a severe lack of free time while I try to sleep during the day living in an apartment building with paper thin walls. 8_
- Some scripted events are not properly triggered
Which? Be nice to know which event code isn't working properly before the full release if its not fixed first. Unless it's just campaign events that need to be updated to work properly and not a broken event code.
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ue3japan
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Re: Update 3 Beta 3

Post by ue3japan »

Have you tried a full uninstall/reinstall?
yes
1.full uninstall
2.Game Install /startOK
3.Update 7.22 /startOK
4.beta3 /error

beta2-7.2.59 will start successfully.
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