Patch On Route

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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adherbal
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Patch On Route

Post by adherbal » Sat May 02, 2015 12:27 pm

While most of the technical issues encountered so far appear minor or fixable, we're planning to do a first patch some time next week. This will address the main issues spotted so far as well as add some extra content/features.

The list so far:
  • Gameplay: All torpedo bombers can now switch to bombs
  • Gameplay: Experience gain from combat increased
  • Specialisation: British Pacific Fleet fixed & 2 Seafire aircraft added
  • Fix: Various unit stats fixed
  • Fix: Dutch Overvalswagen APC no longer causes framerate drop on Java scenario
  • Fix: Various issues with AI freezing fixed
  • Fix: Scenario restart now correctly resets campaign events
  • MP: PBEM Lobby, disappearing game names fixed
  • MP: 2vAI Java and 2vAI Bataan coop maps added
  • UI: Force List, unit category filters added
  • UI: Force List sorted by unit nation > category > type
  • UI: Empty hexes can be selected to inspect terrain type
  • UI: Hex location names visible on map and/or UI
  • UI: Checkbox to disable AI spinning animation in options menu
  • UI: For transport moves, the potential combat prognosis is displayed for the transport type, not the current unit type
  • Strategic Map: Left-click on map moves the camera to that location.
  • Scenarios: Philippine Sea, Coral Sea (Japan) and Midway (USA) objectives fixed/improved
  • AI: Offensive AI teams now attempt to clear mines
  • Modding: Mod launcher, improved mod folder support, 3D model importing
A final change list will be announced when the patch is completed and available.
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Erik2
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Re: Patch On Route

Post by Erik2 » Sat May 02, 2015 12:53 pm

And the first sub torpedo boost, n'est pas?

morge4
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Re: Patch On Route

Post by morge4 » Sat May 02, 2015 5:03 pm

Erik wrote:And the first sub torpedo boost, n'est pas?

Yes please!!!

TDefender
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Re: Patch On Route

Post by TDefender » Sat May 02, 2015 9:24 pm

Great!

ehm...

viewtopic.php?f=264&t=64240

Maybe in a next patch? :mrgreen:

Brenmusik
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Re: Patch On Route

Post by Brenmusik » Sat May 02, 2015 10:17 pm

morge4 wrote:
Erik wrote:And the first sub torpedo boost, n'est pas?

Yes please!!!
Range as well as damage.. and a heretical thought, how about movement after shooting :shock: to simulate laying in wait and slinking away, like the underhand weapon it is :wink:

Ballacraine
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Re: Patch On Route

Post by Ballacraine » Sat May 02, 2015 10:22 pm

'Yes' to freedom to move after firing.

Hits should not be guaranteed & there should be the chance of duds too.

8)

adherbal
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Re: Patch On Route

Post by adherbal » Sun May 03, 2015 12:29 am

Another improvement for new patch: Mods can now add/change nations.

Next step is to complete the 3D model export & import so modders can create new unit(model)s and the game is ready for some interesting mods :)
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Horst
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Re: Patch On Route

Post by Horst » Sun May 03, 2015 9:23 am

The air defense of (cargo) trucks looks too high compared to the ground defense. They normally have to stick to the roads and drive in long convoys - should be easy pickings even for dogfighter aircrafts.

More suggestions:
- auto-naming of saved games, like "scenario name - turn #"
- dogfighter planes are quite weak against all kind of ground units, but isn't necessarily that bad if you like to keep the strength/weakness difference between heavy fighters. It still feels strange though that they can easily be shot down by AA guns, like the tiny Braat Overvalwagen. The dogfighters' weakness vs. ground units should be somehow compensated by better ground defense, as they rather fly very fast and high in the sky most of the time. When you escort your tactical bombers, the AA units typically fire at the weaker dogfighters although they pose hardly any threat. Doesn't look that plausible.
Last edited by Horst on Sun May 03, 2015 8:05 pm, edited 1 time in total.

Ballacraine
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Re: Patch On Route

Post by Ballacraine » Sun May 03, 2015 11:50 am

Any chance of some optimisation as regards graphics.

My mid spec system sweats with the effort of running this, yet is OK with most FPS style games.

:?

Lecnik
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Re: Patch On Route

Post by Lecnik » Sun May 03, 2015 12:56 pm

morge4 wrote:
Erik wrote:And the first sub torpedo boost, n'est pas?

Yes please!!!
+1 balance submarines pls

I do not want after each patch or hotfix to correct the balance of all submarines by yourself

morge4
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Re: Patch On Route

Post by morge4 » Sun May 03, 2015 2:37 pm

Brenmusik wrote:Range as well as damage.. and a heretical thought, how about movement after shooting :shock: to simulate laying in wait and slinking away, like the underhand weapon it is :wink:

+1

Ballacraine
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Re: Patch On Route

Post by Ballacraine » Sun May 03, 2015 4:42 pm

How about a summary screen at the end of the scenario, displaying unit losses?

FlumenSV
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Re: Patch On Route

Post by FlumenSV » Sun May 03, 2015 5:15 pm

Ballacraine wrote:How about a summary screen at the end of the scenario, displaying unit losses?

+1

gunnergoz
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Re: Patch On Route

Post by gunnergoz » Sun May 03, 2015 5:24 pm

B-29 Marauder? Do you mean B-29 Superfortress or B-26 (Martin) Marauder?

Concur with need to address submarines being underwhelming. Also too easily found by DD's even when no sonar use in evidence. Early US torpedo fuses were defective and I can understand underwhelming performance for the first two years of the war, but this was addressed eventually.

Use of repair ships and ambulance jeeps would be best served if both repaired one or two points without expending resource points. Then they would be worth having.

Glad to see torpedo planes will be able to load bombs. This should begin with TBM/TBF series at the very least since they were trained as level bombers too.

Battleships carried float planes too and this is not reflected in the game.

How do I repair the PBY Catalina large seaplane? It should be repairable by the Repair Ship at the very least.

Maps would benefit from place names being readily visible.

I can barely see the victory hex "bumps" on my screen. Can we have a display mode that outlines them in an appropriate color?

Up to Guadalcanal scenario so far, loving the improvements over the basic PG formula. Keep up the good work!

Ballacraine
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Re: Patch On Route

Post by Ballacraine » Sun May 03, 2015 5:26 pm

Naval animations.

How about a splash only animation when zero damage done?

Also how about oil & debris when a sub is sunk?

8)

apec
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Re: Patch On Route

Post by apec » Sun May 03, 2015 7:19 pm

Ballacraine wrote:How about a summary screen at the end of the scenario, displaying unit losses?
Totally agree with this.

Fishsticks
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Re: Patch On Route

Post by Fishsticks » Mon May 04, 2015 3:09 am

Ballacraine wrote:Naval animations.

How about a splash only animation when zero damage done?

Also how about oil & debris when a sub is sunk?

8)
Those would be nice additions! Also, please add option to disable mouse screen scrolling. And....make submarines as a deadlier force to contend with (torpedos)

Bradley62
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Re: Patch On Route

Post by Bradley62 » Mon May 04, 2015 5:42 am

Ballacraine wrote:How about a summary screen at the end of the scenario, displaying unit losses?
Like this as well.

Boarspear
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Re: Patch On Route

Post by Boarspear » Mon May 04, 2015 3:01 pm

Great game! I also agree HIGHLY with summary screen.

As far as subs go, I may be in the minority, but playing against the AI I find my DD's consistently miss enemy subs and definitely think DD's should be allowed to move and THEN ping sonar -- as it is they are underpowered sub finders, whereas in reality DD's in the area meant real trouble for subs. This is important especially if you fix subs torpedo damage and ability to fire and then move, as well as their range.

I am a pretty poor grognard, I am sure, but I would like to see more than autosave and quicksave -- in Panzer Corps you could save at multiple stages during a battle, so if something went badly wrong at one point you could go back from that point rather than starting from scratch. It's cool to rethink strategies but a little tedious starting from scratch each time -- also I carefully renamed all my units in the New Georgia map, only to botch it completely and on restart all names are reset. My "quicksave" was useless at that point.

I'm finding it hard to understand command points and supply points -- maybe a special part of the otherwise excellent boot camp campaign could address this to make it more palatable. Also it would be nice to expand the "manual" to clearly explain unit types and upgrades -- maybe I missed it in the manual. For example, in the New Georgia campaign I found the mines undetectable until I stumbled upon them -- also I still don't know what ships besides support ships could clear them.

All in all this game was well worth the wait, and once people figure out the valuable scenario editor we can look forward to some user-designed additional games! Great job!

Erik2
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Re: Patch On Route

Post by Erik2 » Mon May 04, 2015 3:26 pm

Boarspear wrote:Great game! I also agree HIGHLY with summary screen.

As far as subs go, I may be in the minority, but playing against the AI I find my DD's consistently miss enemy subs and definitely think DD's should be allowed to move and THEN ping sonar -- as it is they are underpowered sub finders, whereas in reality DD's in the area meant real trouble for subs. This is important especially if you fix subs torpedo damage and ability to fire and then move, as well as their range.

I am a pretty poor grognard, I am sure, but I would like to see more than autosave and quicksave -- in Panzer Corps you could save at multiple stages during a battle, so if something went badly wrong at one point you could go back from that point rather than starting from scratch. It's cool to rethink strategies but a little tedious starting from scratch each time -- also I carefully renamed all my units in the New Georgia map, only to botch it completely and on restart all names are reset. My "quicksave" was useless at that point.

I'm finding it hard to understand command points and supply points -- maybe a special part of the otherwise excellent boot camp campaign could address this to make it more palatable. Also it would be nice to expand the "manual" to clearly explain unit types and upgrades -- maybe I missed it in the manual. For example, in the New Georgia campaign I found the mines undetectable until I stumbled upon them -- also I still don't know what ships besides support ships could clear them.

All in all this game was well worth the wait, and once people figure out the valuable scenario editor we can look forward to some user-designed additional games! Great job!
I think destroyers that move will only pick up their own engines using the sonar.

You can save whenever you want and label the saves whatever you want.

Land/air/naval command points determine how many land/air/naval units you can purchase/deploy. It is a neat way (for the designer) to restrict the purchase to somewhat realistic/historic OOBs.
Also, you cannot buy more new units than can be supplied. Hit the space bar and look at the supply location. It will display a number in red, that's the number of supply missing. Each unit needs approximately 3 supply. When the number is green, that is the surplus supply.
Most important: Units with the 'red point' is out of supply can't receive repair and will move/fight badly after a few turns. If all your units are orange or worse it means they are all on low supply.

Hope this helps a bit

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