GS 2.1?

PSP/DS/PC/MAC : WWII turn based grand strategy game

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gsmart04
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GS 2.1?

Post by gsmart04 » Thu Mar 01, 2012 8:38 pm

Hi Guys. Just wondering if there's any new ETA on GS 2.1 now that we're in March?

Peter Stauffenberg
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Re: GS 2.1?

Post by Peter Stauffenberg » Thu Mar 01, 2012 9:12 pm

We will send the files for the installer Slitherine will make on March 20th. So barring any serious bugs or game balance issue we will have completed our work then.

When it will be released is up to Slitherine and their schedule.

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Re: GS 2.1?

Post by gsmart04 » Thu Mar 01, 2012 9:47 pm

Stauffenberg wrote:We will send the files for the installer Slitherine will make on March 20th. So barring any serious bugs or game balance issue we will have completed our work then.

When it will be released is up to Slitherine and their schedule.
Thats good news! Hopefully, Slitherine will release it ASAP. :)

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Re: GS 2.1?

Post by Rasputitsa » Thu Mar 01, 2012 10:43 pm

Stauffenberg wrote:We will send the files for the installer Slitherine will make on March 20th. So barring any serious bugs or game balance issue we will have completed our work then.

When it will be released is up to Slitherine and their schedule.
That's good to know, thanks. :D

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Re: GS 2.1?

Post by Peter Stauffenberg » Fri Mar 02, 2012 1:13 am

So far everything looks promising. Games were started from the beginning and we found no game balance issues in Poland, France / low countries, Balkans, Scandinavia etc. up to Barbarossa.

1941 Barbarossa seems to work well too. The Germans can easily get to Leningrad and challenge Moscow if they like. They can even get to Rostov and with good play even challenge Stalingrad. But getting all the way to the Urals and Caucausus in 1941 should be very hard to accomplish, as it should be.

So the updated rail rules don't seem to hamper the Germans much if you reach the normal objectives in Russia in 1941. You just have to adjust how you play and where you place units after movement. So some things are a little bit different and maybe you will make some mistakes the first game you play, but you soon learn how to adapt. So it's probably good to try a solo game just to learn the differences after installing GS v2.1.

It's good to know that currently there are no dark clouds in the sky regarding game balance. Still, we have heard before that lightning can strike from a clear sky so I won't conclude that we won't find anything. Fortunately we have so many games going with the latest release candidate that we would have discovered major issues if they existed. Bug we find now are typically obscure things that most people wouldn't even know was there.

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Re: GS 2.1?

Post by Peter Stauffenberg » Fri Mar 23, 2012 9:04 pm

Latest update: Slitherine has received the GS v2.1 final files and they are working on making an installer. When we have the installer we will test it and then we're ready to go.

So GS v2.1 will be released very soon now. :)

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Re: GS 2.1?

Post by gsmart04 » Fri Mar 23, 2012 9:28 pm

Would you believe I'm an old geezer and yet I'm finding it hard to be patient waiting for 2.1?

Really looking forward to it and thanks, Stauffenberg, for the update!

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Re: GS 2.1?

Post by Peter Stauffenberg » Fri Mar 23, 2012 9:33 pm

Usually Slitherine want to make a new version available with some promotion info so I would guess GS v2.1 will be available soon after Easter. We will follow their advise about release date.

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Re: GS 2.1?

Post by Rasputitsa » Sat Mar 24, 2012 4:55 pm

Thanks for the update.

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Re: GS 2.1?

Post by afk_nero » Sun Mar 25, 2012 10:50 am

Is there a final list of changes that can be published before the official release.

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Re: GS 2.1?

Post by rkr1958 » Sun Mar 25, 2012 7:08 pm

afk_nero wrote:Is there a final list of changes that can be published before the official release.
Here's the GSv2.10 change log. There are 287 changes. The higher numbered changes, if there are any conflicts, takes precedence over the lower number ones. This happens for changes introduced that were either undone or tweaked due to playtesting. It's raw and long; but all the changes from GSv2.00 to GSv2.10 are buried below. In fact the list of changes are so long that I had to break the post into two parts.
GSv2.10 Change Log. (Part 1) wrote: 1. Updated the map tiles for two hexes southwest of Moscow and west of Tula. The hexes are flagged as forest but the map tiles showed them as clear. The updated map tiles now correctly show these hexes as forest.
2. Fixed a bug where a unit swap or a ferry crossing action would uncover those units in the fog of war when they should have still been hidden to the enemy.
3. Fixed a bug that caused GS to hang when there was an allied DoW upon Yugoslavia after Hungary was conquered. Also, added logic to prevent Romanian reinforcements from spawning if Romania is allied.
4. Also, added logic so that Bulgarian reinforcements won't spawn if Bulgaria is allied and the allies DoW Greece.
5. Fixed a bug where Turkey or Spanish activation as a German minor ally reduced US war effort. The bug was the result of how these allies were activated in the game, which was by an allied DOW. This bug was fixed by removing any impact for an Allied DoW upon Turkey or Spain on US war effort. The same is true for Syria, Vichy France and Yugoslavia as well. It's not likely that the Allies will DoW countries like Spain or Turkey prior to US entry because doing so will give the Axis many extra units and they can rail German units to the area.
6. Added to the large counters Free French subs, which are needed if the axis rejects the French armistice and the allied player is playing with these counters. Also, made cosmetic edits to a handful of other Free French large counters.
7. Fixed a bug where hexes captured by Bulgaria (i.e., outside of the country) AND occupied by axis units would change to allied control when Bulgaria was conquered and changed sides. The Axis will now keep control of those hexes. However; EMPTY hexes outside Bulgaria and captured by Bulgaria WILL still revert to allied control.
8. Fixed a bug where Spain if invaded by the axis and would sieze Gibraltar if the UK evacuated there. Now the Spanish will only take Gibraltar if neutral or Axis and neither USSR nor USA are at war.
9. Made a change so that allied and axis units in the hexes that the Free French spawn in will end up in the force pool for immediate placement the following turn.
10. Put in place the following deterrents to mitigate “blob” strategies:
 Added +1 oil consumption for mechanized corps at artillery tech 2
 Placed supply limits by year on each type of unit, except garrisons and corps, on the number of units of that type that can be supported normally. Minor ally units do NOT count toward this limit. A country that exceeds this unit limit is changed a supply burden cost in OIL and PP’s. The supply limit is 3 for 1939, 5 for 1940, 7 for 1941, 9 for 1942, 12 for 1943, 15 for 1944 and 20 for 1945.
 The PP cost for buying the next unit of type when the limit for that type has been met or exceed is:
(basic cost) * 1.05 ^ (number of units above limit after purchase).
 The oil consumption for all units of that type is
(basic oil consumption) * 1.05 ^ (number of units above limit)
 This means the penalty increases with the number of units above the limit. For example; for armor the limit is 7 and you have 6 units and basic oil consumption is 4. The first purchase will be 80 PP's and oil consumption will be 4. The second purchase will be 80*1.05 = 84 PP's and oil consumption will now be 4*1.05 = 4.2 for ALL armor units. The third purchase will be 80*1.05*1.05 = 88.2 PP's and oil consumption for ALL armor units will now be 4*1.05*1.05 = 4.41.
11. Fixed a bug that allows paratroop units to use ferry crossing.
12. Changed general.txt so land spotting is now halved for all units during winter and severe winter.
13. Implemented the show units in statistics panel and the tooltip shows the composition. Spread is determined by last digit of techs (different combination for each unit type and country so not a group increases or decreases); 0: -2; 1: -2; 2: -1; 3: -1; 4: 0; 5: 0; 6: 0; 7: +1; 8: +1 and 9: +2
14. Moved data for number of units and casualties for mech to the armor column.
15. Changed tooltip for the forces and casualties so the armor column shows Armor / Mech Corps.
16. Increased the length of the tooltip to 10-seconds for the forces screen and for the tooltips contained in the ribbon across the top.
17. Changed the names of a number for French units for generic names to historical ones.
18. Free French units are now shown with blue color in the mini map. Before they were shown with US (or UK) color.
19. Free French units spawned in cities were tried to be named as French. Removed the “e” in the number because it showed like 6the Garrison. Now it will show 6th Garrison.
20. Found and fixed a naming bug in the 1940.scn where the Amiens garrison was renamed to Ie CA.
21. Fixed a French armistice bug where when Paris was empty after June 27, 1940 caused the French to determine if the armistice offer was accepted or not. Now the check will only be made during the axis player turn and will give the axis player the rightful opportunity to accept or reject it.
22. Fixed the bug with casualties. Now the game will only count steps lost in combat and not losses inflicted in combat. So a 2 step unit receiving 6 hits will increase the unit destroyed by 1 and steps by 2 (not 6).
23. Added support in the options so it’s possible to show river names, country names and lake names on the map. These images are placed in a new folder called ..\Grand Strategy Mod\image\backgroundnames
24. Changed the name of the settings file from settings.txt to gs2_settings.txt. This new settings file contains an extra entry for whether or not river/country/lake names are shown.
25. Fixed a bug where enemy paratroopers occupying an airbase couldn’t be attacked by friendly air units. That bug is now fixed so that air units can attack the enemy paratroopers.
26. Fixed a terrain ownership bug in Canada.
27. Changed the Italian General Ambrosia date of death, which was listed incorrectly, from 1944 to 1958.
28. Change the names of major power air units and the way that these names are automatically to reflect more historical names based on GS air unit sizes.
29. Updated some map tiles to remove river name typos.
30. Fixed a bug where severe winter wouldn’t spawn in the 1941 scenario because it started in February and already spawning a severe winter on the first turn
31. Bumped the winter (not severe winter) percentage strength for air attack, strategic attack and shock attack from 50 to 60. Added new weather or changed other variables in general.txt
 AXIS_WINTER_SUFFER 35 /* Severe winter penalty in 1939. Max efficiency will this value lower */
 LESS_WINTER_SUFFER_PER_YEAR 5 /* Winter suffer drops by this value per year */
 WINTER_SUFFER_OFFSET 5 /* Severe winter efficiency drop to all units will be Axis_winter_suffer minus this value */
 ALLIES_WINTER_SUFFER 0
 MAX_WINTER_SUFFER 25 /* Max possible efficiency loss from severe winter */
32. Axis winter_suffer dropped from 55 to 35. Since it drops by 5 instead of 10 each year it means the value is 25 in 1941 and 20 in 1942. Winter suffer offset is a new variable that will be deducted from the max efficiency drop when finding the one time per severe winter efficiency drop. One time drop will be 20 in 1941, 15 in 1942 and so on. The Axis will now lose a lower efficiency on all units present in the severe winter zone. In addition the max efficiency will drop so the units staying in there can’t regain efficiency back to the former max. Message about severe winter is updated so it also shows the temporary max efficiency loss. Bumped the efficiency loss percentage from southern Russian hexes from 50 to 75 since the max value is now lower. This is done to let the Axis feel that there is a winter in southern Russia too.
33. Production increase per quarter is increased from 6 to 7
34. Production increase when a major power activates for war is increased from 10 to 20
35. USSR will receive 8 garrison units as their strategic reserve on August 1st 1941
36. Norway is linked to Denmark and Sweden and Denmark to Norway and Sweden. This means that if a country DoW’s one of the 3 countries on a prior turn then the other 2 will not be surprised. It also means the units spawning will be at full strength (10 steps). If Norway or Denmark are surprised then each of their units will be spawned at 2 strength. So it’s now very lucrative for the Axis to Dow these countries on the same turn
37. Belgium and Holland are also linked. If Holland is DoW’ed on a prior turn then Belgium won’t be surprised. If Belgium is DoW’ed on a prior turn then Holland won’t be surprised. If Belgium is not surprised then all units will spawn at full strength. Otherwise the unit in Liege will spawn at 10 strength, the corps at 7 strength and the garrisons at 5 strength. The location of the garrison adjacent to Belgium is dependent on which side will DoW Belgium. If Holland is not surprised then all units will spawn at full strength. Otherwise the garrisons will spawn at 5 strength and the corps at 7 strength. The garrison north of Hague is removed.
38. The French and UK forces in France (and air units in UK) will only suffer a 20 efficiency loss if Belgium surrenders in one turn.
39. The 1939 scenario is updated so the one Dutch garrison is removed and one Belgian garrison is removed so it can spawn dependent upon which side will attack Belgium. It will defend against France if the Allies DoW Belgium and against Germany if the Axis DoW.
40. The 1940 scenario is changed so Denmark and Holland are set to neutral. The German forces are moved out and placed outside these countries
41. The Germans are allowed to build a paratrooper in 1939 so they can have it ready for Case Yellow Liege can’t be changed to a city from a fortress until 1940 because the paratrooper can’t be released out of the force pool until the fair weather in 1939 is over.
42. Changed the German synth oil plant productions to the following:
 Industry tech 0: 0 production
 Industry tech 1-3: 1 production
 Industry tech 4-5: 2 production
 Industry tech 6: 3 production
43. After some playtesting it was found that the +20 war effort when joining the war actually affects countries already at war as well. This means that Germany, UK and France would start with 10 more war effort than they used to. Well, Germany is at 110 due to tech, but would have been at 120 if industry was higher. In order to compensate for that the at start war effort for Germany was decreased from 100 to 90 so they will start with 110, France was decreased from 30 to 20 so they will start at 40 as before, UK was decreased from 45 to 35 so they start at 55 as before. The countries benefiting from +20 war effort when they join the war will be Italy, USA and USSR as intended. Since Germany will most likely not take Holland and Denmark in 1939 as they used the German start PP’s in the 1939 scenario was increased from 20 to 35. This means they can afford 1 lab and also upgrade a garrison to para on the very first turn. The 15 extra PP’s is about the same they would gain from having Hague, Arnhem and Copenhagen for some turns in 1939 and some in 1940 before Case Yellow starts.
44. Damaged cities will only provide supply if supply can’t be traced from other cities. This way you need to isolate the damaged city to lower the supply in the hex.
45. Persia will spawn garrisons in all cities if Axis units occupy a city / resource in Iraq.
46. Persia will activate when an Axis unit has moved into Iraq instead of when an Axis unit captures an Iraqi resource
47. Free French garrisons will spawn in empty French controlled north Africa city/ fortress hexes when the French armistice offer is rejected. The units spawn at the following strength: FREE_FRENCH_GARRISON_STRENGTH 5 /* 0..10 0 = no spawn. Strength of the Free French garrisons in Morocco, Algeria and Tunisia after the fall of France */

48. Britain is required to have a home guard force in Great Britain / Canada before USSR or USA joins the Allies. Failing to do so will make a loss in max morale of all British units. These parameters control how this is done:
 UK_HOME_GUARD_UNITS_REQUIRED 10 /* Number of land units needed in core UK territory prior to USA or USSR joining the Allies */
 UK_MORALE_PENALTY_PER_MISSING_HG 5 /* Max morale of all UK units are lowered by this number for each missing HG unit in UK */
49. There are at start 13 UK land units in Great Britain / Canada so it’s possible to have a BEF of 3 units without losing any morale loss. Once you fall below 10 units you will lose 5 max morale per unit failing to make the 10 unit limit. This is the message that will be shown every turn the Allied player fails to keep the HG requirement: INDEX-978| "Too few British Home Guard land units causes fear in Britain. All UK units suffer a max morale loss of"
50. Please notice that if an Axis has entered Great Britain or Canada then the US max morale loss will not apply. The UK morale would get back to normal if the Germans actually landed in England. This way it’s not possible to invade Britain and force the morale to get to 0 by killing British units.
51. Added a prerequisite for Spain activating as an Axis ally that USA has to be neutral.
52. Canadian units will now spawn at normal quality and not the reduced quality if the UK manpower level is yellow.
53. Added images for French armor level 6.
54. Changed the 1939 and 1940 scenarios so the numbers of the German units match the OOB for Case White and Case Yellow
 Changed German Korps to Armekorps
 Changed German Panzer Korps to Panzerkorps
 Changed German Panzergrenadier to Panzergrenadierkorps
 Changed German Fallschirmjager Korps to Fallschirmjagerkorps
 Changed German Fallschirmjager Div. to Fallschirmjagerdivision
55. Reduced the font size of the unit name and country name in the unit panel from 24 to 22 to fit in all text with numbers
56. Changed the owner of the southern convoy from UK to USA when USA joins the Allies.
57. Widened the column range for the southern convoy spawn point from 1-12 to 6-20. Row will always be the bottom of the map.
58. Changed the max values of each convoy to the following:
 /* Max production worth of the 3 different convoys. Max value is modified by the averaged war effort of UK and USA */
 NORTH_ATLANTIC_CONVOY_SIZE 90 /* Convoys go to USSR after USSR joins the Allies. Before they go to UK */
 MID_ATLANTIC_CONVOY_SIZE 110 /* Convoys go always to UK */
 SOUTH_ATLANTIC_CONVOY_SIZE 90 /* Convoys go to USA after USA joins the Allies. Before they go to UK */
 Old values were: North: 100, Mid: 140 and South: 50
 These changes should give USA a considerable increased income at the expense of primarily UK, but to a lesser degree Russia. The southern convoy will use 3-4 turns to reach the destination port (New York)
59. Changed code so UK will get Iceland on turn 14 or later if Denmark is conquered. So if Denmark is conquered late then Iceland will be “conquered” by UK later. USA will get Iceland regardless in 1941 because that was not an invasion, but an agreement with the Danish ambassador. Same with Greenland
60. Replaced China as a possible country to select with Norway. This includes the necessary language and flag files.
61. The criteria for unloading and for invading a hex were inconsistent for a transport in clam seas and a target hex in non-fair weather. This has been fixed so the criteria for both unloading and invading are now:
 Transport hex must be in calm sea
 Destination hex can’t be a mountain hex
 Exception is that you can unload into friendly hexes from a port regardless of weather
 This should make it slightly easier to land and it won’t matter if the weather in the destination hex is not fair.
62. Removed the Gustav Line fortresses in Italy from all scenarios except the 1944.scenario. Added code that will remove the fortresses in ongoing games that haven’t reached July 1943 or had Allied units in Italy. The Gustav Line fortresses will spawn if:
 Year is 1942 or later and an Allied unit has landed in a core Italian hex
 Turn is July 1943 or later
 A message about the spawn will be shown
 The Gustav Line fortresses can be set in general.txt
63. – Not Used –
64. Changed the font size and placement of some text in the lab window so it’s possible to type Level instead of lvl. That was needed that for Norwegian, Spanish and German too.
65. Fixed a bug about the language of the cashed in convoy. This message is generated in country.class and not game.class and was therefore not checked for language. Now the language is to that of the Allied player.
66. Fix a map bug in Canada.
67. Text for unit type using transportation loop was always in English. Now changed to show correct language.
68. Text for unit type onboard transports was always in English. Now changed to show correct language.
69. Fixed a few Norwegian text strings.
70. Made sure that fortresses don’t respawn if a city is retaken by the side owning the original fortress. This applies mainly to the Gustav line fortresses.
71. Added code so the German eastern front fortresses can spawn as early as 1942 if Allied units within core German hexes. Similar to the Gustav line fortress line being spawned if Allied units in Italy.
72. Fixed a bug where the allies lost efficiency in severe winter.
73. Fixed several typos in message_nor.txt file.
74. Fixed the bug about Allied efficiency loss in severe winter showing same value as Axis.
75. Fixed several typos in message_nor.txt.
76. Made Switzerland pro-Axis if Axis AI. This ensures Germany won’t waste effort attacking Switzerland
77. Divided chance to spawn partisans by 3 in AI games. This should cancel out the increased partisan spawns in AI games so the spawn rate is about the same as in regular games.
78. Fixed a bug regarding languages other than English not creating unit names when units are deployed. This was caused by the unit type being stored in local language to show content in transports and transportation loops in the correct language. So that fix created a bug about unit names. No longer does the code compare to English names for the unit types, but to the one in the message file.
79. Fixed the bug that Axis units got less efficiency after severe winter begun than they should have. This was caused by a bug in the formula giving the Axis 8 less max efficiency than they should have had.
80. Reduced the average number of severe winter turns from 6 to 5.
81. Fixed a bug where the Russians were losing efficiency due to severe winter loss. Now their units won’t lose anything.
82. Fixed a critical bug where in certain rare, but possible cases, the game would hang during the convoy movement phase.
83. Fixed a long time and inhered but in the decideWhereToMove method that speeds up AI play significantly.
84. Added code so German units will have supply level 4 in most of Russia at the start of January 1942 when the supply penalty distance is increased. Before they only got it after their first January turn because the supply levels are updated at the end of a turn.
85. Changed automatic naming of US bombers to Bombardment Wing (M) and Bombardment Wing (H). Updated all scenarios with the new US bomber names.
86. Updated the 1942, 1943 and 1944 and replaced 1, 2 and 3 UK units with US units to reflect that USA would get convoys with PP’s from the southern convoy instead of UK. This would make USA stronger at the expense of UK and that seems more right.
87. Updated version number in all message files.
88. Added to a fix to a null pointer exception that would under certain conditions cause the game to hang.
89. Allied units can’t enter, unload, advance or retreat into core Russian hexes unless Russia has surrendered.
90. A ground unit can’t attack if it ends it move adjacent to a previously unspotted unit.
91. Made the following tweaks to Northern Europe weather
 NORTH_MUD_CHANCE_NOVEMBER 40
 NORTH_WINTER_CHANCE_NOVEMBER 50
 Mud is reduced from 50 to 40 to give a 10% chance for fair weather
 Severe winter chance in November
i. SEVERE_WINTER_CHANCE_NOVEMBER 10 /* Percentage change the Russian severe winter will start in November if it didn't start earlier */
ii. Reduced from 25 to 10
 Severe winter duration
i. /* Variation of severe winter length */
ii. CHANGE_FOR_DURATION 60 /* 0..100. Accumulated chance that length = WINTER_DURATION. % chance = 60 */
iii. CHANCE_FOR_DURATION_MINUS_1 80 /* 0..100. Accumulated chance that length = WINTER_DURATION - 1. % chance = 20 */
iv. CHANCE_FOR_DURATION_MINUS_2 90 /* 0..100. Accumulated chance that length = WINTER_DURATION - 2. % chance = 10 */
v. CHANCE_FOR_DURATION_PLUS_1 100 /* 0..100. Accumulated chance that length = WINTER_DURATION + 1. % chance = 10 */
vi. Reduced from 70 to 60 change for duration. Increased from 15 to 20 for duration -1 and increased from 5 to 10 for duration -2
92. Max Russian Guards reduced a bit for these years:
 MAX_GUARDS_1941 2 /* Max number of Guards units allowed on the map in 1941 */
 MAX_GUARDS_1942 7 /* Max number of Guards units allowed on the map in 1942 */
 MAX_GUARDS_1943 9 /* Max number of Guards units allowed on the map in 1943 */
93. German SS units increased for these years:
 MAX_SS_1943 5 /* Max number of SS units allowed on the map in 1943 */
 MAX_SS_1944 8 /* Max number of SS units allowed on the map in 1944 */
 MAX_SS_1945 10 /* Max number of SS units allowed on the map in 1945 */
94. Reduced UK HG (home guard) requirement from 10 to 8, but will only count units in Britain and not in Canada:
 UK_HOME_GUARD_UNITS_REQUIRED 8 /* Number of land units needed in core UK territory */
 Added a UK max morale loss of 5 per UK land unit less than 8 in Britain (including Scapa Flow and Belfast).
 This max morale loss is reduced by 10 for each of USSR joins allies, USA joins the allies and Italy is neutral or conquered
95. The northern convoy is sent to Halifax as a UK convoy instead of a Russian convoy if London and Liverpool are Axis controlled.
96. Allied naval unit presence in the Atlantic is now required at all times and not only when London is allied controlled as before. So the Allies can’t afford to lose the RN in Sealion and later.
97. Added Manpower loss per point of railcap captured by enemy:
 /* Manpower % loss per railcap point captured by enemy. 0 = No loss */
i. MANPOWER_LOSS_PER_POINT_GERMANY 10
ii. MANPOWER_LOSS_PER_POINT_ITALY 30
iii. MANPOWER_LOSS_PER_POINT_UK 10
iv. MANPOWER_LOSS_PER_POINT_FRANCE 30
v. MANPOWER_LOSS_PER_POINT_USA 10
vi. MANPOWER_LOSS_PER_POINT_USSR 5
 You don't lose absolute manpower by losing railcar cities. Instead you lose manpower generation. So the percentage will be the same. E. g. Russia generates about 18 manpower per turn. When Moscow falls they will only generate 14 per turn. So you lose about 4*18 = 76 manpower per year for not having Moscow. That means almost 8 corps units. The manpower pool is manpower already collected and you don't lose that. We could do it, but then it would be disastrous to lose e. g. Moscow. Then with 1600 manpower you lose 20% from losing Moscow and drop to 1280. That means losing 320 immediately and 76 each year. It will drop the percentage from above 75 to almost 50. That's too severe.
98. Added the following lab build restrictions.
 To build the first 3rd lab in a research area you need 3 other research areas with at least 1 lab.
 To build the second 3rd lab in a research area you need 3 other research areas with at least 2 labs or 4 other research areas with at least 1 lab.
99. Removed some obsolete code in unit.class regarding BB’s with ground attack 1. The code updated it to 2 changed before GS v2.0).
100. Made the following changes to the Axis AI:
 Axis supplypoints in North Africa increased by 10
 EXTRA_AXIS_SUPPLY_IN_AFRICA 10 /* AI Axis units increase the supply points in Africa by this value */
 Extra Axis units in Libya
 ADD_DAK_IN_LIBYA 1 /* 0 = no spawn. 1 = German armor spawned in Libya near Benghazi */
 ADD_FIGHTER_IN_LIBYA 1 /* 0 = no spawn. 1 = German fighter spawned in Libya near Benghazi */
 ADD_TAC_BOMBER_IN_LIBYA 1 /* 0 = no spawn. 1 = German tactical bomber spawned in Libya near Benghazi */
 EXTRA_GERMAN_CORPS_IN_LIBYA 2 /* 0 = no spawn. Number of units spawn in Libya near Benghazi */
 UNITS_IN_LIBYA_SPAWN_TURN 28 /* February 22nd 1941 */
 Extra German units in East Prussia from turn 1
i. ADD_GERMAN_FIGHTER_EAST_PRUSSIA 1 /* 0 = no spawn. 1 = one extra fighter will spawn on turn 1 in East Prussia */
ii. ADD_GERMAN_TAC_BOMBER_EAST_PRUSSIA 1 /* 0 = no spawn. 1 = one extra tac bomber will spawn on turn 1 in East Prussia */
 Extra German unit near Wilhelmshaven
i. ADD_GERMAN_ARMOUR_WILHELMSHAVEN 1 /* 0 = no spawn. 1 = one extra tac bomber will spawn on turn 1 near Wilhelmshaven */
ii. ARMOUR_WILHELMSHAVEN_SPAWN_TURN 10 /* February 28th 1940 */
 Extra German units for Barbarossa
i. EXTRA_GERMAN_MECH_BARBAROSSA 2 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
ii. EXTRA_GERMAN_CORPS_BARBAROSSA 4 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
iii. EXTRA_GERMAN_ARMOUR_BARBAROSSA 1 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
iv. EXTRA_GERMAN_TAC_BOMBER_BARBAROSSA 1 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
v. EXTRA_GERMAN_FIGHTER_BARBAROSSA 1 /* 0 = no spawn. Number of units spawn in Poland when Russia is DoWed */
vi. BARBAROSSA_UNITS_SPAWN_TURN 31 /* April 23rd 1941 */
 Automatic DoW upon Norway and Denmark with German garrisons in all cities
i. AXIS_AUTOMATIC_DOW_NORWAY_DENMARK 1 /* 0 = no automatic DoW. 1 = Germany will get garrisons in each Norwegian and Danish city in April 1940 */
ii. DOW_NORWAY_DENMARK_TURN 12 /* April 8th 1940 /*
 Reduced on-map strength for some countries. This will make it easier for the Axis AI to get anywhere with the DoW
i. REDUCED_STRENGTH_DUTCH_FORCES 2 /* Reduced strength of on-map Dutch forces if Axis AI */
ii. REDUCED_STRENGTH_BELGIAN_FORCES 2 /* Reduced strength of on-map Belgian forces if Axis AI */
iii. REDUCED_STRENGTH_POLISH_FORCES 5 /* Reduced strength of on-map Polish forces if Axis AI */
iv. REDUCED_STRENGTH_GREEK_FORCES 4 /* Reduced strength of on-map Greek land forces if Axis AI */
v. REDUCED_STRENGTH_YUGOSLAVIAN_FORCES 4 /* Reduced strength of on-map Yugoslavian forces if Axis AI */
vi. REDUCED_STRENGTH_RUSSIAN_GARRISONS 5 /* Reduced strength of on-map Russian garrisons if Axis AI */
vii. REDUCED_STRENGTH_RUSSIAN_CORPS 3 /* Reduced strength of on-map Russian garrisons if Axis AI */
viii. REDUCED_STRENGTH_RUSSIAN_MECH 2 /* Reduced strength of on-map Russian garrisons if Axis AI */
ix. REDUCED_STRENGTH_FRENCH_GARRISONS 5 /* Reduced strength of on-map Russian garrisons if Axis AI */
x. REDUCED_STRENGTH_FRENCH_CORPS 3 /* Reduced strength of on-map Russian garrisons if Axis AI */
xi. REDUCED_STRENGTH_FRENCH_MECH 2 /* Reduced strength of on-map Russian garrisons if Axis AI */
 Fixed an AI bug where it would not DoW USSR early enough. The reason is that we’ve moved the automatic join time by 7 months to May 1942. The AI will increase the chance for DoW the closer the Axis is to the automatic join date. So 7 months was subtracted from the calculations for USSR.
 Added code so the AI will not DoW a country if the country has non-fair weather. That prevents the AI from fighting in mud
 Added code to make it impossible for the AI to DoW Denmark and Norway if they get these countries automatically in April 1940.
101. Fixed a bug regarding the Russian convoy being rerouted to Halifax. It was due to a logic error that has now been corrected.
102. Fixed a bug introduced in GS v2.01.24 regarding deployment of units. Added some code to ensure units being deployed got a generated name, but forgot to remove Convoys from that procedure. Convoys get their names when the convoys spawn.
103. Fixed a typo in the comments field in the AI section about reduced strength of French units.
104. Fixed a bug reported about commanders onboard transports being permanently removed from the map if the transport was sunk. Now they are injured normally.
105. Fixed a bug in the AI play where USA lost 6 industrial effort because Switzerland become pro-Axis to avoid Axis DoW upon Switzerland. Switzerland was removed from the list of countries that the Allied player will get a penalty DoW’ing for games with the Axis AI.
106. Fixed the issue about Liverpool only being a deployment city if London was captured. Not it’s a deployment city always
107. Fixed a unit naming bug where units sent to the force pool were renamed, e. g. like British units being evacuated from France when France surrenders.
108. Fixed a few name bugs in the scenarios (mainly Russian Guards Mech Corps that had the name Russian Guards Corps).
109. Changed Fallschirmjager to Fallschirmjaeger when you upgrade to German para units.
110. Added code so partisans are now named with the country they were created in, like Yugoslavian Partisan instead of just Partisan
111. Added code so partisan images check for the partisan country and will therefore keep the images when the partisan unit crosses the border. So a Yugoslavian partisan moving into e. g. Hungary will keep the Yugoslavian image.
112. Updated some scenarios with the name changes mentioned above.
113. Updated all message file version to GS v2.01.27.
114. Fixed a minor bug regarding the left production panel. When you upgraded a unit to elite or para then the PP’s left in the left panel wasn’t immediately updated. It was only in the top production panel. This has now been fixed so that both panels update when you upgrade a unit.
115. Made change to the hightlight hexes when the current unit is a naval unit. Naval units can now move through enemy controlled transport loops; but they can’t enter the loop hex. This is intended for ships entering the Red Sea from the Mediterranean. Now they can move from the hex north of the to Mediterranean transport loop to the Persian Gulf or Atlantic transport loops. So naval units str no longer trapped inside a sea area because they’re at the wrong side of a transport loop. The loophex itself is not highlighted, but the hexes on the other side of the loophex are.
116. Updates made to the French and Norwegian language files.
117. Fixed a minor bug where elite or para units built at the same turn would get the same name. Now they will only be named when placed on the map. This will ensure that these unit names will be unique.
118. Expiration date (i.e., kill switch) for the PC beta changed to the end of the year.
119. Fixed a bug regarding airbase owner change. Now the code won’t change airbase owner if the occupying air unit is from the same side as the airbase owner. That means Azores remains US when a British air unit lands there.
120. Fixed the bug where Russia had supply level 5 in western Germany. The reason was that the shortest path routine just counted hexes to any capital and that means all hexes within 20 hexes from London was flagged as supply level 5, even if they were Russian owned. Now Russia can only get supply from their own capitals plus Basra (for southern Russia). So Russia can no longer trace supply from London or Paris. That means Russian units will drop to supply level 3 if they get almost to the Siegfried line, but I don’t see that as a problem. If that happens the Russia has usually captured Berlin and Hamburg.
121. Allied and Russian units can now rail to each other’s controlled territory with the following exceptions:
 No non-Russian units are allowed to be railed to core Russian hexes
 No units can rail to/from Russia from/to Egypt, Persia, Syria or Iraq. The reason is that there were no rail lines going through Persia to Russia. The high mountains between Russia and Persia prevents that. You have to sail units from Russia to Persia or move them by foot to be able to rail on the other side.
122. Since rail movement is now allowed between Russian and Allied controlled territory with the exceptions mentioned above, it means that now Russian units can rail when inside allied controlled Romania or Bulgaria. So Russian units won’t be stranded anymore inside Romania or Bulgaria when they liberate the capitals of these countries.
123. Hexes captured by Allied Yugoslavian, Bulgarian, Hungarian, Romanian or Finnish units will now be controlled by USSR if outside the home country. Any hexes captured inside the home country will become controlled by the core owner of the hex unless the core owner is conquered. Then the controlling country will be SSR.
124. Allied Greece will now capture hexes for UK (if not conquered) unless within Greek home territory. Then all hexes captured will become Greek controlled.
125. Added amph ground attack bonuses.
 AMPH_GROUND_ATT_BONUS_CORPS 0
 AMPH_GROUND_ATT_BONUS_MECH 1
 AMPH_GROUND_ATT_BONUS_ARMOR 2
126. Added amph shock attack bonus.
 AMPH_SHOCK_BONUS_CORPS 0
 AMPH_ SHOCK _BONUS_MECH 2
 AMPH_ SHOCK _BONUS_ARMOR 3
127. Added efficiency loss at sea (not in friendly port) for transports and regain if unloading from friendly port
 EFFICIENCY_LOSS_PER_TURN_AT_SEA 5 /* Efficiency loss per turn for unit aboard a transport while not in a friendly port */
 EFFICIENCY_REGAINED_FROM_PORT 5 /* Efficiency regained if transport is disembarked from a friendly port */
 EFFICIENCY_AT_SEA_THRESHOLD 60 /* Efficiency while at sea can't drop below this value just from being at sea */
128. Added code so you get back PP’s paid for the transport if you disembark from a port. The PP’s received = port strength / 10 * transport cost (8)
129. Changed code so you don’t lose 15 efficiency from disembarking from a port into a non-city hex.
130. Newly built Russian mech and tank units are now named Mech Army and Tank Army instead of Mech Corps and Tank Corps. Updated some scenarios to reflect these changes.
131. Progress in air techs slowed a bit and ensure the techs cap out later than they do no. Research difficulty increased by 5 for air techs to:
 DOG_FIGHT 30
 CLOSE_AIR_SUPPORT 25
 STRATEGIC_OPERATIONS 25
132. Hungarian and Romania reserves are released in July 1942 instead of June 1943 if Yugoslavia is still neutral. Bulgarian reserves are released in July 1942 instead of June 1943 if Greece is still neutral. Changed text when these events happen so they only mention that reserves are released and not that they’re intended to be used against USSR. This means text can be used even if Bulgaria and Romania change side early.
133. Pressing the ESC key will now open the options dialog box.
134. Replaced the game option for game ending in 1945 with halved partisan spawn rate if option not selected. Option is called Normal chance for new partisans. If checked (default) then no chance from now. If unchecked then spawn rate is halved.
135. Automatic naming of units will now check existing names for units onboard transports. Before it was possible to get the same name as used on a unit on a transport when deploying a unit.
136. If you press the key e (for elite) or p (for para) you will get the dialog box showing the currently number of elite and para units and the max numbers as well. This is the same message you get at the start of each year. Now you can trigger it when you want just to check the values.
137. Messages about new partisans are combined into one message showing the info like this: New partisans in France: 2. USSR: 1. Yugoslavia: 2
138. Added tooltip for unitpanel so the number showing the Effectiveness will show the manpower % and manpower for the country that owns the unit. That means you can check a minor power unit to get the manpower % and absolute manpower. That can be handy if you’re getting close to 75% and don’t want to drop below.
139. Added keys for the following commands:
 a: (for airborne): Will upgrade to a para unit if eligible
 b: (for buy): Will open the purchase units dialog box.
 d: (for deploy): Will open the force pool panel dialog box
 e: (for elite): Will show the elite and para limits for that side
 g: (for guards): Will upgrade to an elite unit if eligible
 i: (for info): Will open the statistics dialog box
 l: (for load): Will allow the unit to load or unload if eligible
 o: (for operate): Will allow the unit to move by rail if eligible
 p: (for purchase): Will open the purchase units dialog box
 r: (for repair): Will enable the repair icon so you can click on units that can be repaired
 s: (for sentry): Will toggle the unit sentry mode on/off
 t: (for tech): Will open the research panel
 u: (for upgrade): Will enable the upgrade icon so you can click of units that can be upgraded
 w: (for war): Will open the Declare war dialog box
 z: (for zzz): Will toggle the unit sentry mode on/off
140. Added the Dutch city of Groningen
141. Changed the border between Germany and Holland so the hex Groningen was placed in became Dutch
142. Changed the hex Wilhelmshaven was in into a sea hex and added a port there. Wilhelmshaven is now a port
143. Added a city 1x south of Wilhelmshaven with the name Bremen. Moved the production of 1 from Wilhelmshaven to Bremen. Bremen is a big German city and now it is on the map. Wilhelmshaven was a town only and its main purpose
was a port where warships were constructed.
144. Moved the to Baltic Sea transport loop 1xSW so it covers the entrance to the Kiel canal. This change makes it harder to invade many hexes along the German North Sea coast.
145. Updated all scenarios with the map changes and made some minor unit moves to fit the new port location at Wilhelmshaven
and Groningen becomes occupied in the 1944 scenario. Also moved units in the 1942 and 1943 scenarios to occupy the
Russian city of Kherson and the Russian resource Krivoy Rog. Before this change partisans could often spawn here before
the Germans managed to move garrisons there.
146. Updated the spawn location of the extra armor for Axis AI from Wilhelmshaven hex to Bremen hex.
147. Updated ww2_city*.txt files with the new names.
148. Modified scorched earth in USSR so that it only applies on the second turn and later of Barbarossa. That is, it does not apply on the first turn.
149. Russian strategic reserve units will now get unique names when placed.
150. Fix a bug where the ownership of a Yugoslavia port when natural was given to Russia. Now, port ownership is given to the owner of the controlling land-city hex.
151. Fixed a bug where naval units destroyed in port were not being added to the casualties list. They are now.
152. Made several map and scenario changes; especially in Poland, Russia and North Africa.
153. Fixed a minor bug where it was possible to rail units to a swamp, mountain or dune hex. Now you can’t rail from such terrain types and now you can’t rail to either.
154. Added to general.txt the spawn turn for the Russian Siberian reserves. Turn moved from 40 to 41. SIBERIAN_RESERVE_SPAWN_TURN 41 /* November 9th 1941 */
155. Changed the Siberian reserve leader from Chuikov to Meretskov. SIBERIAN_RESERVE_LEADER 559 /* Meretskov */
156. Changed attack across river in winter from 70% to 50% ATTACK_ACROSS_RIVER_WINTER 50 /* Attack efficiency percentage when attacking across river in winter weather */
157. Changed research so a country that’s not at war or mobilized cannot put focus on any tech within a research area.
158. Changed research so you only spend a focus put by setting a focus. If you revert research back to balanced then you don’t spend a focus point.
159. Mulberry supply for the Allies will now only be provided from 1944 if London is still Allied controlled and the naval unit providing mulberry supply is within the following hexes of London: MULBERRY_MAX_DISTANCE_FROM_LONDON 10 /* BB, DD or CV max distance from London to provide Mulberry supply */
160. Oil and PP production will now be using the controlling major power of the minor power owning the production hex.
161. The most important impact for this change will be the Romanian and Hungarian oilfields which will now production using German war effort instead of local war effort.
162. Vichy French garrisons in Syria and French North Africa will now have 5 steps instead of 10 steps.
163. Free French garrisons in French North Africa will have a variable strength according to the number of French ground unit steps in supply.
 /* Used if French armistice offer is rejected */
 FREE_FRENCH_GARRISON_STRENGTH 5 /* 0..10 0 = no spawn. Strength of the Free French garrisons in French North Africa after the fall of France */
 /* Free Frech garrison strength = # French land unit steps in French controlled hexes / free_french_strength_step_ratio. */
 FREE_FRENCH_STRENGTH_STEP_RATIO 10 /* 0 = disabled and free_french_garrison_strength is used. */
 CORPS_STEPS_COUNTED_AS 3 /* 1..3. Each corps or mech step is counted as this number of garrison steps */
164. Finnish units inside core finnish hexes will have their strengths modified like this:
 /* Bonus to Finnish units inside core Finnish hexes */
 FINNISH_INCREASE_GROUND_ATTACK 0
 FINNISH_INCREASE_GROUND_DEFENSE 1
 FINNISH_INCREASE_SHOCK_ATTACK 0
 FINNISH_INCREASE_QUALITY 1
 FINNISH_INCREASE_SURVIVABILITY 1
165. This is done to simulate that Finnish units defended very well within their own territory (including the ceded Karelia). They were less effective when moved outside Finland. I decided to not increase the Finnish attack values because then they could attack Leningrad directly from Karelia with increased values. Finland was actually very reluctant to attack Leningrad in the real war.
166. Transport overuse will now increase per overuse instead of every second overuse
 TRANSPORT_OVER_GROUP 1
167. Minimum Allied naval requirement in the Atlantic is increased from 10 to 12
 ALLIED_ESCORTS_NEEDED_IN_ATLANTIC 12 /* This number of escorts needed for no negative impact on convoy size */
168. USA and USSR will now accumulate focus points every July (not in January) when not at war. That should give them slightly more focus points when they enter the war.
169. Added separate graphics for the following units:
 Slovak garrison will have Slovak emblem and special German colors (grey and red)
 Standarte NW will have Dutch emblem and colors
 Spanish Blue division will have Spanish colors and emblem
 1st Croatian will have Croatian emblem and unit colors similar to Yugoslavia
 SS Wiking and Nordland will have Norwegian colors and SS emblem
 Charlemagne is upgraded to SS Charlemagne and corps. Will have French colors and SS emblem
170. Fixed bug where UK built destroyers were named Sqn instead of Flotilla. Now they will be named Destroyer Flotilla
171. Changed the unit costs for the following units
 Submarine from 60 to 50
 Destroyer from 60 to 50
 Mech from 50 to 55
 Armor from 80 to 85
 Fighter from 100 to 90
 Tactical bomber from 110 to 100
 Strategic bomber from 95 to 110
172. Changed some unit techs
 Fighter will no longer get tactical operations tech 2 and lose +1 naval attack and +1 antitank
 Strategic bombers will now get tactical operations tech 3 and get +1 shock attack and +1 antitank
 Dogfight tech 2 (+1 air attack) now includes TAC in addition to STR and FTR
 Strategic operations tech 4 will get +2 strategic attack instead of +1 (will affect TAC, STR)
 Strategic operations tech 5 will get +1 strategic attack instead of +1 (will affect TAC, STR, FTR, CV)
 ASW tech 3 (+1 sub attack) will no longer affect FTR and TAC
 TAC will start with air attack 1 instead of 2
 STR will start with air attack 2 instead of 1
173. Changed country start techs
 USA:
i. Sub tech 2 instead of 1
ii. Artillery tech 0 instead of 1
iii. Blitzkrieg tech 0 instead of 1
 USSR
i. Antitank tech 0 instead of 1
ii. Blitzkrieg tech 0 instead of 1
174. Altered all scenarios so they use the new tech levels
175. Iraq rebellion added: /* Iraq rebellion */
 IRAQ_REBELLION_TURN 30 /* April 3rd 1941. 0 = no rebellion */
 IRAQ_AXIS_PARTISAN_SPAWN_CHANCE 5 /* Percentage chance in each empty Iraqi hex */
 IRAQ_AXIS_PARTISAN_CITY_MULTIPLIER 10 /* Spawn chance multiplied by this number in empty cities or resources */
 IRAQ_AXIS_PARTISAN__MAX_BASE_SIZE 4 /* Max partisan size = number + 2*Axis controlled cities in Egypt, Syria and Iraq */
 Iraqi rebel units will be German, but look like Iraqi.
176. The 3 starting units in Iraq are now changed to UK ownership instead of Iraqi. This means these units will remain as UK controlled when the rebellion starts.
177. Damage upon convoys are now dependent upon tech in surface ships for BB, CV and DD and tech in submarine for Sub
 Formula is: damage to convoy = rolled casualty * (1 + random(tech level / 3))
 So with tech level 1 then the damage can be from 100-133% of the rolled damage, tech 2 100-167% and so on. Rolled damage is between 0-14.
178. Supply range is set back to 20/40 for 1939-1941 instead of 15/30
179. Canadian fighter will now spawn in Halifax instead of Liverpool at 10 steps instead of 8.
180. Research difficulty for subs increased from 15 to 20
181. Altered research progress for scenarios other than 1939 to indicate the increased research difficulty for air techs and sub tech.
182. Update and improved the look of the large counters. Adjusted the font size for the unit strength when using the large counters and moved the location of the XP crosses so they don’t collide with the unit icon.
183. Fixed a bug where the PBEM password was inadvertently disabled in GSv2.01.33.
184. Added a game.class build check that will ensure games turns are played with the same beta version and not with an older version of the game.class file. For example, GSv2.01.33 which was the one where the PBEM password was accidentally diabled.
185. Streamline the checksum messages such that when there is a failed checksum only messages for the items that failed will be displayed. Those items that pass won’t be. The checksum checks that the general.txt, unit.txt, technology.txt, research_progress.txt and Game.class files that you’re using against those used by your opponent for the turn that was saved.
186. Fix a minor bug regarding the location of the strategic bomber numbers for large counters, increased the font size from 10 to 12 and make several tweaks to a number of other large counters.
187. It’s now only possible to invade an occupied hex if within 10 hexes of a friendly port.
188. Made some cosmetic changes to the display of number using large counters.
189. Fixed reported bug about Allied units in Vichy French territory being destroyed instead of evacuated. Now all UK units in Vichy France will be evacuated if at the coast line if the armistice offer is accepted
190. Set the date of game.class to 2011November14
191. Made several updates to the large counters that significantly improve their appearance and the information displayed on them.
192. Fixed a minor bug with the message_nor.txt file.
193. Added the following cities to Russia: Vladimir, Ryazan, Lipetsk, Izhevsk, Syktyvkar, Nizhniy Tagil, Saransk, Uralsk, Sterlitamak and Makhachkala with a port. None of the cities have any production and are added to give the allied player more locations east of Moscow for troop deployments and rail disembarkations.
194. Changed from 10 to 20 the following value: UK_LESS_MORALE_PENALTY_USA_ALLIED 20 /* Reduces max morale penalty of all UK units by this number if USA is activated */
195. Added +2 to DD survivability if fighting submarines DD_SURVIVABILITY_BONUS_VS_SUB 2 /* This number is added to the DD survivability when fighting submarines */
196. Changed starting sub attack value for DD’s from 4 to 5 and removed the +1 sub attack bonus for DD’s at ASW tech 1. So this extra sub attack for DD’s will only be usable until ASW tech 1
197. Fixed a bug where it was possible to rename add para to an SS unit and then remove SS to transfer it from SS to para.
198. Updated the date of in the game.class file to 2011December07.
199. Altered unit.class so only Finnish ground units get a bonus from being in home territory.

rkr1958
General - Elite King Tiger
General - Elite King Tiger
Posts: 4262
Joined: Wed Dec 12, 2007 2:20 am

Re: GS 2.1?

Post by rkr1958 » Sun Mar 25, 2012 7:09 pm

GSv2.10 Change Log(Part 2) wrote:200. Change the production and oil from minor powers back to using the minor power war effort and not the controlling major power war effort.
201. Changed the date in the game.class file to 2011December11.
202. Changed maximum entrenchment so capitals, cities and fortresses have a max entrenchment = max production +3 (but max possible value = 8). The formula is: Math.min(8, pResource.getMaxProduction() + 3);
203. Fixed a bug were units exiting a transport loop could enter a neutral port; e. g. Basra while Iraq is neutral. One consequence is that the UK BB spawning in Basra would not spawn when Egypt and Iraq join the Allies. Now units can only exit transport loops in empty sea hexes or friendly ports. A port is only friendly if the owning country is at war and on the same side.
204. Amphibious range is now equal to 6 + surface ships tech instead of a fixed range of 10.
205. The Frisian island hexes in Holland are converted into swamp to make it harder to move towards Hague from the north.
206. The UK fighter in Egypt is removed from the at start forces and will spawn when Italy activates at 5 steps.
207. A new UK fighter called Polish Air Unit will spawn near Liverpool on August 6th 1940. Strength = 1 + number of minor owner countries conquered by the Axis. A message about this will be shown.
208. All scenarios are updated to implement the map changes and the removed at start UK fighter in Egypt.
209. Updated the 1941.scn to 1944.scn so the Polish Air Force replaced a UK fighter. In the 1941 added a fighter, but removed a DD instead. Also replaced a German strategic bomber with a tactical bomber in those scenarios too. Most players don’t build extra Strategic bombers.
210. Added the Polish fighter image for the large counters.
211. Date in game.class changed to 2011December22 and version updated in message_*.txt to GS v2.10RC5.
212. Fixex the bug about getting the SS text if when the allied click on a hidden or enemy unit. It was a bug even for the Para button. Added a test that the unit clicked on must be on the same side as the active player for the SS or para to activate. This was a problem from having double function on these 2 buttons.
213. Updated version to GSv2.10RC6.
214. Fixed a bug where Bulgaria weren’t getting their 2 extra corps units if Greece was DoW’ed in 1943 or later. Now they do.
215. Updated the game version to GSv2.10RC7.
216. Fixed a bug where UK units in Vichy French territory in North Africa weren’t being sent back to the force pool. The reason for the bug was that Vichy France and Syria were created before the British evacuation and the creation code removed all units in the country. This bug is now fixed and UK will be returned to their force pool instead of being eliminated.
217. Increased Russia’s starting oil from 100 to 200 points.
218. Changed the rail cost in North American to a fixed 1 per unit regardless of type.
219. Added color to unit values in the unit panel to visually show when the unit is affected by bad whether. The colors are: Brown (Mud), Light Blue (Winter) and Grey (Severe winter).
220. Change the attack range in the unit panel for para units so it shows the paradrop range instead of the fixed 1 for the attack range after landing. That should make it easier to see how far a para unit can paradrop (including enemy para units).
221. Changed the Italian surrender rules where 5 or more surrender cities are now required or the conquest of Rome. The Italian surrender cities are now all Italian cities (including Cagliari, Reggio and Tirana), Tripoli (indicating loss of Libya) and Tunis (indicating Allied control of Tunisia).
222. Fixed the bug where it was possible in a hotseat game to build an SS unit as the Axis if the Allied player finished the turn with a German unit selected.
223. Reduced the transport survivability for garrison units by 2 unless the garrison is an elite or para unit. This value can be changed in general.txt
224. Altered the tech levels slightly so USA get Sherman tanks instead of Grant tanks in the 1944 scenario.
225. Changed the infantry symbol on garrisons for large counters to an empty box to be consistent with the NATO counters. Also, this makes telling the difference between garrisons and infantry corps much easier visually.
226. For GS on the PC (windows) changed the folder for where user settings, scenario data and game turns are saved to *\My Documents\CEAW Grand Strategy 2.10\
227. The name of the GS settings.txt file has changed from gs2_settings.txt to GS210_settings.txt. Also, added a recovery feature if the copy of this file stored in the user’s data area (i.e.; *\My Documents\CEAW Grand Strategy 2.10\GS210_settings.txt) becomes corrupted. This recovery features will delete a corrupted file and shut GS down. When GS is restarted the user will be prompted for language and RAM configuration and a new file will be generated on exit as if this was the first time GS was run. No longer will a user have to manually delete a bad settings file. This recovery feature will automatically do that.
228. A bad user generated or modified scenario will no longer force GS to exit suddenly. GS will now skip over any scenario it has trouble compiling.
229. Changed the build date in the game.class file to 2012January15 and updated the version to GSv2.10RC8.
230. Increased the war effort of axis minors for the following minor and under the following conditions as applicable:
 Finland will use the German war effort.
 Bulgaria will use the German war effort instead of Bulgarian war effort if Athens is Axis controlled.
 Hungary and Romania will use the German war effort instead of the local war effort if Belgrade is Axis controlled.
 This means that the Axis minor powers will have slightly better production. Finland always (because Finland wanted to reclaim Karelia from USSR). Hungary and Romania will become more actively involved in the Axis if Yugoslavia is pacified.
 Bulgaria will become more actively involved in the Axis if Greece is pacified.
 The change is minor, but you will notice a slightly higher oil production for the Germans.
231. Fixed a bug where Finnish ports were not returning to neutral when Finland did. Now they do.
232. MAJOR CHANGE: Units can now only rail to and from hexes in or adjacent to resources (i.e., cities, ports, mines and oil fields).
233. Fixed a bug where the icons from French partisans weren’t showing up under certain conditions.
234. Implemented a supply model for 2 sets of rail heads based on the Russian broad gauge and German standard gauge. After Russia enters the war, the standard gauge will move eastwards 2 hexes per turn in fair weather and 1 hex per turn in mud/winter, but not further than the easternmost core Russian city/resource that's Axis controlled. The limit will be the column of the city plus 1. The broad gauge will move westwards 2 hexes per turn in fair weather and one hex per turn in mud/winter, but not further than the westernmost city/resource that's USSR controlled. The limit will be the column of the city minus 1.
235. This model of the rail heads based on the two different rail gauges are a approximation based on a vertical front line and no 2 rail heads, one that benefit each side the most. Usually the front line will straighten itself because it's easier to defend, but some times you get a breakthrough in one section like 1942 Case Blue. With this system we don't need rules for Russia paying to send units to the west. Now they need instead convert their captured / liberated cities to broad gauge.
236. Russian captured cities are checked everywhere and not in core Russian territory. The reason is that everywhere except Russia had standard gauge so the Russians needed to convert the rail lines there. Germany didn't need to change the rail lines in captured hexes outside Russia.
237. For Germany only core Russian hexes are checked because those were the ones with broad gauge. It's very unlikely that Russia will manage to push the Germans into Poland / Germany and then the Germans push the Russians back into Russia. This is so unlikely as to not be worth the complexity of code and risks of bugs needed to handle this special case. Therefore, all German and Polish cities will be available for the Germans the turn after conquest for this very rare case.
238. Russian units can only rail within broad gauge and Axis units only within standard gauge. Allied units can use both because some Allied minors can move in Russian territory (like liberated Romania and Bulgaria).
239. For each hex an image is drawn in the hexinfo showing the rail gauge for that hex. This way players can click on hexes on the map to find where the rail heads are. For applicable hexes, the corresponding hexinfopanel will show either a broad or standard gauge rail symbol.
240. Units can only rail to / from a hex with the same rail gauge as the side. Axis = standard, Russian = broad, Allies =standard. Note that not ever hex shown with a rail symbol can be railed to; only those hexes in or adjacent to a resource can be. The rail hex symbol in this case is used to show which hexes will have “normal” supply and which will have to be supplied by truck.
241. Another rule implemented is to flag hexes with a truck image (in the hexinforpanel) for hexes that are not within the same rail gauge as the current side and show a supply image for those hexes that are close to a rail head. Units within this range can have supply level 4 or 5. Units outside the range can max have supply level 3. This would simulate trucks supplying units between rail heads and the front line. The truck range can be 10 (set in general.txt). When you get above 40 hexes from a major capital the supply would drop to 3 anyway because of the long distance to send supplies. So the rule would simulate that e. g. the Axis army would rely upon trucks to get supply until the rail heads get nearby. The same for the Russians when they advance westwards. Truck supply would only be used where you are in a hex with a different rail gauge than what your side can use. Once you're within the same side rail gauge you get rail supply instead.
242. For truck supply the ranges is 6 for fair weather, and it’s possible to extend this range with industry tech. The range is 2 for mud and 4 for winter. For severe winter the range is still 4 for Russia; but is 0 for the axis. In mud terrain the roads were very difficult to drive on. In winter the roads were good, but the engines suffered a bit. In severe winter the engines suffered a lot for the Axis, but not so much for the Russians. So Russians can treat severe winter as winter while the Germans struggle with no truck range at all.
243. Players can see both the rail and truck status for each hex in the hexinfopanel and also the unitpanel.
244. Added functionality so the supply level 4 for the Axis is extended 10 hexes in Russia if Moscow is Axis controlled. That should make Moscow even more important and definitely worth defending. Moscow was a major rail hub and would make it easier for the Axis to send supply if captured.
245. Fixed a bug where Polish railheads extended into USSR. Changed the code so railheads can’t be extended into neutral territory.
246. Added code to reset rail gauge in Russia to Russian while Russia is still neutral. This will fix games already started so a restart is not necessary.
247. Air units are no longer allowed to rebase to supply level 0 hexes unless the hex is an island.
248. Added a new terrain type called Tundra and changed all forest hexes north and east of Archangel to Tundra. Tundra is the same as forest except the supply is 2 instead of 4.
249. Added a new resource type called rail depot, replaces as number of 0-production cities for rail purposes. Also, added a number of rail depots across the map.
250. Added Foggia and Trieste to the list of Italian surrender cities. This way all cities and rail depots count against the surrender value. This seems more logical and it’s not likely Trieste or Foggia will be captured as the first mainland Italian city. Adding these cities mean that the Axis player can rail units to the Yugoslavian border and also to the river line south east of Rome.
251. Added Nottingham in England to cover a hole near the English eastern coast line. Inverness was added in Scotland because it was an important rail terminus during WW2. It won’t be used much unless Sealion is launched.
252. Tartu was added in Estonia to function as a rail depot for the Axis advance northwards. It’s the second largest city in Estonia. Also added Iasi in Romania, Plovdiv in Bulgaria and Banja Luka in Yugoslavia to function as staging points in case there is an action in the area. Iasi in Romania is particularly important before Barbarossa.
253. Added rail depots in French North Africa. This way the Allies can e. g. land units from USA in Casablanca or Agadir and rail them to Tunis once the path is cleared and Algiers is Allied controlled.
254. The specific map changes made are as follows:
New cities:
Switzerland
• Zurich
Ireland:
• Cork

Moved cities:
Morocco:
• Casablanca
Algeria:
• Oran
Hungary:
• Debrecen

USSR:
• Vinnitsa

New rail depots:
Canada:
• Moncton
• Edmundston
Morocco:
• Marrakech
• Fez
• Oujda
Algeria:
• Bone
Tunisia:
• Kasserine
Italy:
• Foggia
• Trieste
Britain:
• Nottingham
• Inverness
France:
• Limoges
Germany:
• Rostock
• Erfurt
Austria:
• Graz
• Linz
• Innsbruck
Czechoslovakia:
• Brno
• Kosice
Poland:
• Lublin
Greece:
• Larissa
Yugoslavia:
• Banja Luka
Bulgaria:
• Plovdiv
Romania:
• Cernauti
• Iasi
Syria:
• Aleppo
• Homs
Iraq:
• Kut
• Fallujah
• Najaf
• Nasiriyah
Persia:
• Kermanshah
• Qom
Trans-Jordan:
• Amman
• Ma'an
Egypt:
• Mersa Matruh
• Suez
Turkey:
• Adapazari
• Sivas
Denmark:
• Esbjerg
Norway:
• Lillehammer
Sweden:
• Karlstad
• Borlange
• Norrkoping
• Gavle
Finland:
• Oulu
Estonia:
• Tartu
USSR:
• Rzhev
• Velikiye Luki
• Cherepovets
• Kaluga
• Zhitomir
• Chernigov
• Cherkasy
• Sumy
• Mogilev

Converted from city to rail depot:
USSR:
• Sterlitamak
• Saransk
• Lipetsk
• Vladimir
• Kotlas
• Syktyvkar
• Nizhniy Tagil
• Uralsk
• Makhachskala
France:
• Dijon
• Orleans
Sweden:
• Karlskrona
• Ostersund
Norway:
• Kristiansand
• Stavanger
Denmark:
• Aalborg
Finland:
• Vaasa
• Kuopio
• Joensuu
Netherlands:
• Groningen
Turkey:
• Canakkale
• Erzurum
Persia:
• Rasht

Changed resource:
USSR:
• Split the 2 PP manganese near Stalino into 1 PP manganese south of Dnepropetrovsk and 1 PP Donbass near Stalino.

255. Konigsberg port was accidentaly left out of RC11. The editor is a bear to work with so it probably disappeared when rail depots were being added in RC11. Changed the map and scenario files so they now contain the port. Also updated game.class so the port will be added at the end of a turn in existing games if the port is not there. This code is temporary and will be removed it again when we make RC13 (if necessary) or the final release (if not).
256. Fixed the bug regarding Plovdiv so it’s now core owner Bulgaria instead of Yugoslavia. Updated the map and scenario files so new games can start with the correct core owner for Plovdiv.
257. Fixed the font size for hexinfo terrain type so it’s reduced from 20 to 18. This way it won’t clip the name of rail depot in some languages.
258. Placed the number of turns USSR can’t convert rail gauge after DoW from hardcoded 3 to a value stored in general.txt. USSR_UNABLE_TO_CONVERT_TURNS 3 /* Number of turns USSR can't convert rail gauge after they join the war. Simulates paralysis during the first turns */
259. Fixed the drop in US war effort if Spain joins the Axis due to French North Africa being captured by the Axis. Now the Allies must DoW Spain to lose US war effort.
260. Changed functionality so air units holding resource or city hexes in a country that has conquered will lose control of the hex if rebasing out of the hex unless a friendly ground unit is adjacent or the supply in the hex is 4 or better. This should take care of situations in Norway / France where UK air units fly to port cities to keep control. Now they keep control only as long as the air unit remains there. The hex control is changed to the owner of the surrendered country’s capital owner (Germany in the above cases). If a ground unit is adjacent to the airunit then you keep control when the air unit rebases. This simulates the ground unit taking over control of the hex. This code was added to avoid situations where you fly in air units to e. g. France in 1944 before the Allies have got a complete foothold there. Also added code that if the hex has supply level 4 or better then this won’t happen. This is done to ensure that if the Allies land in France and Italy they won’t risk having the ownership changed to the capital owner just because they rebased an air unit stationed in a resource hex.
261. Added code to prevent convoys from entering the Mediterranean via Gibraltar.
262. Fixed map bugs regarding wrong core owner in Rennes, Dijon and a hex in Canada. Updated the map file, all scenarios and also added code to fix the existing map.
263. Air units aboard a transport would not be able to land in a city after the change made to counter the Norway and France air control at conquest exploit. The reason for the bug was that the code tried to check for the core hex owner and there are no core hex owner in a water hex. Changed the code so it tests if the hex is a land hex or not. If it’s a water hex it will not make the test. That’s the situation with an air unit aboard a transport being in a port or at sea.
264. Made the change so the change of hex owner when an air unit leaves a city or resource only applies prior to USA entering the war. That is simple and ensures we don’t get any late game nasty surprises.
265. Changed the map and scenarios with 2 hexes in Canada flagged as forest when they should have been rough.
266. Moved the spawn area for the Russian Siberian reserves to Nizhniy Tagil (air and armor units) and Syktyvkar (shock units). This was done to ensure they spawn around rail depots so they can railed to the west.
267. Updated message_*.txt to RC16.
268. Fixed a minor bug regarding rail movement where it was possible to rail to tundra and desert (having supply level 2), but it was not oossible to rail from these hexes. Theses hexes were flagged with rail images so they should have been possible to rail to. Made a change so that supply limit for being able to rail is now 2 instead of 3 as is used to. The limit of 3 since was used when it was possible to rail from anywhere on the map. Now units can only rail from and to hexes adjacent to cities. It’s still not possible to rail to/from swamp, mountain or dune hexes.
269. Fixed a bug where Russian swamp, dune and mountain hexes were flagged as rail capable while USSR was neutral.
270. Moved the earliest activation time for Romania from after turn 16 to after turn 19 (same as Hungary and Bulgaria). So now, the earliest possible activiation for Rumania, Hungary and Bulgaria is turn 20 (Septembr 15, 1940) and will only happen this early if Yugsolvia (for Rumania and Hungary) or Greece (for Bulgaria) is invaded.
271. Fixed the bug where units could not rail FROM desert hexes, but could rail to. Now units can rail in any hex with supply level 2 or better, access to a minor or major power capital and not being in dune, swamp or a mountain hex.
272. Disabled temporary routines for adding the Konigsberg port, Plovdiv core owner and Rennes/Dijon core owner. These were routines added to fix ongoing games started with RC11 and should no longer be needed.
273. Fixed an obscure bug about naming of the spawned BB’s and CV that will arrive for the major powers. If the Axis player didn’t use English as language then these units will get a generic name in the Axis player’s language like Slagskip in Norwegian instead of a unique name. This is fixed by naming the units Battleship and Carrier on turn 1. That means when they’re placed they will be flagged as generic and will get a unique name.
274. Also fixed a comments typo about spawn turn for the US CV in general.txt. This fix will cause a checksum error on the general.txt file.
275. Found a ”feature” where new British naval units could be deployed Gibraltar, Malta, Cyprus and Northern Ireland. This ”feature” resulted from a change that made Liverpool a supply source for UK to enable deployment if Liverpool is controlled even if London is captured. This ”feature” was removed so new British naval units can only be deployed to British ports in England or Canada.
276. Fixed a bug where the Axis were unable to get rail in North Africa even though they held all the cities and ports. The reason for the bug was that if Spain joins the Axis then Morocco is changed to Spanish core owner. The test checked for Vichy French or Free French territory and now Spain south of hex row 56. That is the Tangiers area and possibly Morocco.
277. Updated message_*.txt to RC17.
278. Fixed a minor bug which made it possible to unload transported air units into mountain, swamp or dune hexes. The bugfix now makes this impossible.
279. Changed the game.class date to 2012March20 and changed all message files to show GS v2.1 (without any RC).
280. Changed the release of the Siberian reserves from turn 41 to 40.
281. Changed the rate of recovery in the invasion surprise (effectiveness) reduction for from 8 per turn to 9 per turn. Reduced Russian surprise effectiveness loss from 30 to 27, i. e. 3 turns with reduced efficiency regain and no change for France).
282. Changed Russian severe winter duration chances to: 20% duration -1, 60% duration, 20% duration +1 (votes 6 for and 2 + 4 for other options)
283. Changed North April weather chance from 15% to 5% for fair weather in north weather in April (vote 5 for and 5 + 2 for other options).
284. Russian tech changed back to previous values which means that antitank weapons increased from 0 to 1 and close air support increased from 0 to 1.
285. Made a few minor map changes near Leningrad and Vitebsk, mainly some clear hexes being changed into forests. The changes are very minor so you don't have to restart any ongoing games. Existing games wont be affected except that the map will show forest while the hexinfo will show clear.
286. Changed the map and scenario files to allow rail gauge changes to happen in the Caucuses.
287. Fixed a bug where standard gauge rail hexes in Russia were altered to broad gauge when Russia surrendered.

gsmart04
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Re: GS 2.1?

Post by gsmart04 » Sun Mar 25, 2012 8:43 pm

A tremendous amount of work...thanks to all the guys on the 2.1 team!

Here's hoping Slitherine moves quickly on the installer.

Rasputitsa
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Re: GS 2.1?

Post by Rasputitsa » Sun Mar 25, 2012 9:24 pm

Wow !!!! :D

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Re: GS 2.1?

Post by Lannes » Mon Mar 26, 2012 11:53 am

Very impressive
Christophe


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Re: GS 2.1?

Post by BuddyGrant » Mon Mar 26, 2012 8:25 pm

Lannes wrote:Very impressive
+1!

Peter Stauffenberg
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Re: GS 2.1?

Post by Peter Stauffenberg » Tue Mar 27, 2012 2:34 pm

We will now make a shortlist of the most important changes for Slitherine.

gsmart04
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Re: GS 2.1?

Post by gsmart04 » Tue Mar 27, 2012 6:30 pm

Is it possible for you to keep us posted like you have on how Slitherine is progressing? Would really be appreciated if possible.

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Re: GS 2.1?

Post by amcdonel » Sun Apr 01, 2012 9:36 pm

Short List

Historical/Political Changes
◆ New prerequisite for Spain activating as Axis ally - USA neutrality
◆ Denmark & Norway historically linked for DoW consequences
◆ Belgium & Holland countries historically linked for DoW consequences
◆ Persia activates if Axis unit moves into Iraq vs capture Iraqi resource
◆ French, UK units in France & UK based air units suffer 20 efficiency loss if Belgium surrenders in one turn
◆ Persia spawns GARs in all cities if Axis units occupy Iraqi city/resource
◆ Allied units restricted in Russia to reflect historical accuracy
◆ Britain requires 8 home guard force units in Great Britain to avoid morale loss
◆ Owner changed to US for southern convoy when USA joins war

Logistics Changes
◆ Game balance measures to control “blob” strategies
◆ Major change to rail movement - start must be on or adjacent to resource
◆ Major Russian rail (broad gauge) restrictions implement
◆ Increased oil usage for Axis MECH when at tech level 2
◆ Maximum SS & Russian Guards reduced for play balance
◆ Increased cost of creating new type units when limits are exceeded
◆ Starting war efficiency adjusted for all countries
◆ Building 3rd lab in a technology requires 3 other areas have a lab
◆ German PP at game start increased from 20 to 35
◆ German eastern fortresses can spawn in 1942 if Allied units in Germany
◆ Allied Atlantic naval presence required at all times to maintain convoy size
◆ Finland, Hungry, Romania and Bulgaria war effort better aligned to Axis
◆ Partisan spawning divided by 3 in AI games - now matches regular game

Environment Changes
◆ Updated hexes in Russia to reflect correct geography
◆ Added more rail heads to supplement rail movement rules
◆ Reduced average number of severe winter turns from 6 to 5
◆ Severe winters % effectiveness change & new general.txt variables
◆ Reconnoissance/land spotting reduce by half in winter & severe winter

Unit Changes
◆ Germans are allowed to build a paratrooper unit in 1939
◆ Russia receives 8 garrison units as strategic reserve - Aug 1, 1941
◆ Canadian units spawn at normal quality if UK manpower level is yellow

Game Board Changes
◆ New French large counters & unit names historically correct
◆ Free French unit color on mini-map made unique
◆ Unit stats chart changed - MECH info now with ARM stats
◆ New large NATO counter option with detailed information
◆ Map board options now allow country, river & lake names
◆ Settings file name changed to “gs2_settings.txt”
◆ Air unit names changed to be more historically accurate
◆ Partisan naming reflects originating country name
◆ Fixed numerous bugs
◆ AI updated & made faster - fixed inherent bug in decideWhereToMove

gsmart04
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Re: GS 2.1?

Post by gsmart04 » Mon Apr 02, 2012 4:19 pm

Cool. Looking forward it!

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