New version 1.5.4 available now!
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New version 1.5.4 available now!
New update available. Version 1.5.4 includes many new features, including much-requested reversing and the ability to carryover units from mission to mission.
Available on the autoupdater - standalone update installer coming soon!
New! 1.5.3 / 1.5.4
+ German, French, Italian & Spanish language support added!
+ New unit orders: Reverse and Scout.
+ Carryover campaigns, allowing surviving units to be brought from prior missions.
+ Claim abandoned multiplayer battles from in game.
+ New scripting features.
+ 1.5.4 hotfix for custom MP games failing to load
New Orders
Reverse - reverse armour away from the enemy, protecting your rear.
Scout – infantry can use the scout command to increase their spotting range
Carryover
Create campaigns with carryover. This allows you to denote units from either side which will then appear (if they survive!) in later missions. All with no scripting required.
Claim old games
A new multiplayer button allow you to claim (and clear) any game where you have waited for the opponent for more than 30 days.
Scripting
Includes new commands to support dynamic objects (create, destroy, check objects on the map). Commands to support advanced carryover logic. Access globals from another script. Check out the Autodocs.
Bug Fixes
+ particle definition overflow
+ achivements correctly displayed when done previously
+ fixed crash when attempting to enter MP if offline
+ reconnects before uploading to help with connection issues
+ fixed bug when failing to upload allowed turn to continue
+ improved corrupt MP turn checking
Available on the autoupdater - standalone update installer coming soon!
New! 1.5.3 / 1.5.4
+ German, French, Italian & Spanish language support added!
+ New unit orders: Reverse and Scout.
+ Carryover campaigns, allowing surviving units to be brought from prior missions.
+ Claim abandoned multiplayer battles from in game.
+ New scripting features.
+ 1.5.4 hotfix for custom MP games failing to load
New Orders
Reverse - reverse armour away from the enemy, protecting your rear.
Scout – infantry can use the scout command to increase their spotting range
Carryover
Create campaigns with carryover. This allows you to denote units from either side which will then appear (if they survive!) in later missions. All with no scripting required.
Claim old games
A new multiplayer button allow you to claim (and clear) any game where you have waited for the opponent for more than 30 days.
Scripting
Includes new commands to support dynamic objects (create, destroy, check objects on the map). Commands to support advanced carryover logic. Access globals from another script. Check out the Autodocs.
Bug Fixes
+ particle definition overflow
+ achivements correctly displayed when done previously
+ fixed crash when attempting to enter MP if offline
+ reconnects before uploading to help with connection issues
+ fixed bug when failing to upload allowed turn to continue
+ improved corrupt MP turn checking
Pip,
Very well done! Thank you very much ....
Now for two questions and one suggestion
1. When the units carry-over, it brings their promotion but doesn't carry-over the morale part.... Should Silver Elite be 125 and Gold Elite be 150 ?
2. I assume that subsequent missions shouldn't be core-only, meaning if you lost all your core in scenario #1 you'll have nothing in scenario #2, hence you lose #2.
Suggestion .... Cycle the "C" key in 25% increments to allow that lost unit a chance to be replaced (at green level) should it be destroyed.
Thanks again for all your hard work! .... Oh, thanks for fixing the JUMBO, it has a turret now
Merr.
Very well done! Thank you very much ....
Now for two questions and one suggestion

1. When the units carry-over, it brings their promotion but doesn't carry-over the morale part.... Should Silver Elite be 125 and Gold Elite be 150 ?
2. I assume that subsequent missions shouldn't be core-only, meaning if you lost all your core in scenario #1 you'll have nothing in scenario #2, hence you lose #2.
Suggestion .... Cycle the "C" key in 25% increments to allow that lost unit a chance to be replaced (at green level) should it be destroyed.
Thanks again for all your hard work! .... Oh, thanks for fixing the JUMBO, it has a turret now

Merr.
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Yes - you should avoid situations where you cannot carry on, or immediately lose. If you really want that kind of flow, where you get no 'new' units on the map, you could use the script commands to see whether anyone survived, and if not then resurrect a token force to allow the mission to continue.Merr wrote:Pip,
Very well done! Thank you very much ....
Now for two questions and one suggestion![]()
1. When the units carry-over, it brings their promotion but doesn't carry-over the morale part.... Should Silver Elite be 125 and Gold Elite be 150 ?
2. I assume that subsequent missions shouldn't be core-only, meaning if you lost all your core in scenario #1 you'll have nothing in scenario #2, hence you lose #2.
Suggestion .... Cycle the "C" key in 25% increments to allow that lost unit a chance to be replaced (at green level) should it be destroyed.
Thanks again for all your hard work! .... Oh, thanks for fixing the JUMBO, it has a turret now![]()
Merr.
Hmmm - the Morale thing might be something that got missed. That's ugly, as we could add any number of tweaks on promotion. I'll need to go have a look and see what the best approach is.
Cheers
Pip
Pip,
I'll need to dig into your scripts but here's an idea I'll look into ...
I noticed that during the placement of the carry-over units (1st scenario) you can toggle CARRYOVER and CARRYOVER:FIXED.
I'm thinking that the purchace points could be used to "buy back" your lost units. This is currently used in Panzer Commander (Matrix) and works well. In this case, you'll never start a scenario with an empty force.
Off the top of your head ... Can this be done?
Thanks.
I'll need to dig into your scripts but here's an idea I'll look into ...
I noticed that during the placement of the carry-over units (1st scenario) you can toggle CARRYOVER and CARRYOVER:FIXED.
I'm thinking that the purchace points could be used to "buy back" your lost units. This is currently used in Panzer Commander (Matrix) and works well. In this case, you'll never start a scenario with an empty force.
Off the top of your head ... Can this be done?
Thanks.
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Pip,
Last night I didn't have a chance to mess around with this, so I'm running on assumptions .... I'll throw this at you and see if we're in the same flow.
Ok ... When we place the units in the first scenario, we can toggle CARRYOVER or not. We can also toggle FIXED or not. If we don't FIX the core units, will they be available for purchase? (assumming we have points assigned in the editor).
If they are available for purchase (in the 1st scenario), then the subsequent scenarios can be setup with purchase points BUT only the lost units will show available for purchase (not the entire core) along with the support units. So, instead of not carrying over the lost units, you can buy them back instead of buying support units. Balance wise, you would be slightly below force strength (for that scenario) but in the long run you can build your core back up to strength.
I'm going to see if a scenario script can run this idea alone, it might be easier to "show-the-flow" that way
Thanks again for your great work .... I haven't even hit the Objects scripts yet
Last night I didn't have a chance to mess around with this, so I'm running on assumptions .... I'll throw this at you and see if we're in the same flow.
Ok ... When we place the units in the first scenario, we can toggle CARRYOVER or not. We can also toggle FIXED or not. If we don't FIX the core units, will they be available for purchase? (assumming we have points assigned in the editor).
If they are available for purchase (in the 1st scenario), then the subsequent scenarios can be setup with purchase points BUT only the lost units will show available for purchase (not the entire core) along with the support units. So, instead of not carrying over the lost units, you can buy them back instead of buying support units. Balance wise, you would be slightly below force strength (for that scenario) but in the long run you can build your core back up to strength.
I'm going to see if a scenario script can run this idea alone, it might be easier to "show-the-flow" that way

Thanks again for your great work .... I haven't even hit the Objects scripts yet

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I have to confess that it fell somewhat off our radar. Are you not able to use the ingame updater? Is there anything we can do to assist?
1.5.5 is incoming very soon - the God's being kind - and subsequent to that, all updates will be unified into downloadable installers to simplify the process at our end as well as solve the issues for the small number of people unable to easily use the ingame system.
Cheers
Pip
1.5.5 is incoming very soon - the God's being kind - and subsequent to that, all updates will be unified into downloadable installers to simplify the process at our end as well as solve the issues for the small number of people unable to easily use the ingame system.
Cheers
Pip
Pip. I'm sure it's on my end. My current internet is shoddy at best so the installer times out before it can download the file. I've experienced this with other games too using an in game installer. I was able to use the download installer to bring the game up to 1.5.1(?) no issue. So just hoping to do the same with 1.5.4. I just want to back away from 88s and Panzers without exposing my Sherman's backside! 
*FIXED* 5 1/2 hour download, twice restarted and the new patch is finally installed. Good stuff.

*FIXED* 5 1/2 hour download, twice restarted and the new patch is finally installed. Good stuff.
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