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Posted: Wed Mar 24, 2010 9:02 pm
by rkr1958
trulster wrote:Thx for updates! Would it be possible to have a toggle between the old blue/red and the new multicolor unit dots on the world map? Ie number 17 of changes.

Or maybe there is a single file I can copy and then put on top of the GS update again to preserve the red/blue colours?
I'm afraid not. :(

Posted: Wed Mar 24, 2010 9:06 pm
by Peter Stauffenberg
You can try to use an older minimap.class file in the Gui folder, but if you use that one you might lose the text about turn number behind the game date.

Posted: Wed Mar 24, 2010 10:58 pm
by trulster
Thx, will try when updating, turn number not so important anyway.

Posted: Sat Mar 27, 2010 3:31 pm
by rkr1958
GS v1.04 (incremental) Pre Release (Updated 3-27-2010).

We found one bug (item 62 below) that we corrected. This is the only difference between this pre-release and the one for v1.04 a few days ago. I decided to keep the same version number because we hadn't submitted it to Iain yet for him to build the installer. Now we have and barring any critical find this will be functionality released in v1.04.

This is a incremental release and must be manually applied over the top of GS v1.02 (or later). You apply this pre release at your own risk. If you don't feel comfortable applying it then please wait for the official release of the GS v1.04 installer.

GS v1.04 (incremental): REMOVED

GS v1.04 manual: Updated. Since post below.

GS Expansion v1.04 Change Log.

This change log contains all changes made since the release of GS 1.00. For differences between GS 1.00 and the standard game (i.e., CEAW 1.12, 1.12.1 and Gold) please consult the GS players manual.

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Games started under GS v1.00 can be continued under GS v1.04. This means that if you apply this update that you can load and continue to play saved games started with GS v1.00. However; the first time a game saved with a previous version is loaded into GS v1.04 the player will get a checksum error. Just click the check box both times when prompted to continue with v1.04.
------------------------------------------------------------------------------------------------------------

12-10-2009
1. Changed the expected entry date for Poland, who is pro Allied, to 9-1-1939. If not attacked by Germany, Poland will activate at the end of the Allied turn no later than 9-29-1939. If Poland activates then the Polish units do not suffer the 10% efficiency loss. If Germany; however, declares war on Poland then all Polish units suffer an immediate efficiency loss of 10%.

2. Fixed a messaging bug where the owning player wasn't being notified when a minor ally activated on their own. The axis player was not seeing any messages when Italy, Romania, Bulgaria, Hungary or Finland joined the war. Similarly, the allied player wasn’t any messages when the USA and Free France activated. This is now fixed.

12-11-2009 (Hotfix)
3. Fixed a code bug that caused the game for some players to hang on startup when scenarios are loaded. For those players that experienced this bug this is a critical bug and prevented them from playing the expansion.

12-13-2009
4. There was a bug where the ownership of a airfield wasn’t changing when its adjoining fortress was captured. This is now fixed. Ownership of the airfield now changes at the end of the first turn that the airfield is not occupied. If the airfield is occupied at the time of its fortress capture then ownership is maintained by the side that lost the fortress until their air unit leaves the airfield. The air unit can be attacked by both the adjacent ground unit and one enemy air unit until it leaves.

12-18-2009
5. Made the expansion compatible with CEaW 1.12.1. Now, the Grand Strategy expansion should work with either CEaW 1.12 or 1.12.1. Also, Grand Strategy games can between played between players where one has applied the expansion over 1.12 and the other over1.12.1 even though those same two players would not be able to play a standard game.
6. GS version changed to 1.01 from 1.00. This changed was made in all 8 language file.
7. Made a number updates and edits to the user manual.

12-20-2009
8. Fixed a bug that existed in the vanilla game that prevented the placement of a German unit inside of Vichy France at the fall of France if that unit was in a hex controlled by Italy.

1-1-2010
9. Syria bug. Syria not surrendering when Damascus falls is indeed a bug. The reason for the bug is that the primary capital of Syria belongs to France in the 1939 and 1940 scenarios. That means it's not set properly when loading the game. When Syria is created then the primary capital is not set. So it's without a capital even though it has one on the map. The surrender code checks for a primary capital. This bug has been fixed by defining Damascus as a primary capital for Syria when France surrenders.
10. Initial weather was not random in the 1940 and 1941 scenarios (not starting in all fair weather). We noticed that I got the same weather every time the 1940 and 1941 scenarios were started. You always get fair central weather in February in the 1940 scenario and mud weather in February in the 1941 scenario. This bug has been fixed so you now get random weather based on the appropriate probabilities (i.e., chances) for February.
11. Canadian weather. Changed the code so Canada (including UK controlled part of Canada) plus Greenland and Iceland are now part of the north weather zone.
12. Convoy bug regarding Halifax. Rewrote the convoy code so New York port will be set as a destination if Halifax becomes Axis controlled.
13. Convoys when UK surrenders. Changed the code so the convoys will become US and go to New York when UK surrenders (Ottawa falls).
14. US DoW upon Germany when an Axis unit controls a hex in Canada (including UK controlled part of Canada). Added this code as well because we felt it's an omission to not think about what would happen if Germany landed in Canada. Now USA will automatically join the Allies by DoW'ing Germany if the Axis are so bold to land units in Canada.
15. Fredericton garrison. Added the Fredericton garrison to all scenarios. The reason was that Canada is neutral until some time in 1941 and that means the Germans can DoW Canada and land directly into Fredericton and get supply without the Allied player being able to stop it. The allies can't move units to Fredericton after England falls because the territory is neutral. So by adding a garrison here it means the Germans must fight for a supply source.

1-2-2010
16. Changed 2 hexes in Portugal that were incorrectly flagged as Spanish owned.
17. Added the game turn to the mini-map and changed it so each major power has the same color as their NATO symbol except for Germany, which is still blue because the grey/green color is too similar to the background. Made a common color for all axis minors and another common color for the allied minors.

1-5-2010
18. GS version changed to 1.02 from 1.01.

1-23-2010.
19. Fix an issue with the message_spa.txt file (i.e., Spainish language version) that caused CEaW - GS to bomb.

20. The hex 1SW of Istanbul is designated as a sea hex, but the map tile shows it as a costal hex. This hex was kept as a sea hex and the map tile was changed such that it contains more sea than land.

2-9-2010
21. Updated the scenarios so Persia starts with only 2 garrisons instead of 3.

22. Updated the map and scenarios so the Azores airbase is controlled by Portugal

23. Changed the code so Persia won’t receive any reinforcements each year. This should prevent the use of Persian units for invading Italy and other similar things in the late game.

24. Changed the code so the Azores airbase is changed to US control when Portugal is DoW’ed regardless of which side makes the DoW. A message about this is shown as well

25. Changed the code so the Azores will be leased to the Allies on August 11th 1943. A message about this is shown.

26. Changed the code so Russian units in Allied controlled territory and vice versa will get one supply level less than normal (but never lower than 1).

27. Changed the code so Russian units in Allied controlled territory and vice versa will max get supply level 3.

2-10-2010
28. Fixed a minor bug where the game didn't update the ownership of the transportation loops until the end of the turn. That meant the Allies in the 1943 and 1944 scenarios could move through the Kiel canal on the first turn even though they don't control Kiel. Added a test at the start of the game to set ownership of these canals. So the canal message comes immediately before you can move any units.

2-14-2010.
29. Redrew the Ostwall fortifications making them less formidable and more historically accurate.

30. Hexes 1xSE and 2xSE of Breslau were changed to German control so that almost all of Oder is within Germany.

31. Updated the map, scenarios and graphics to add the Warthe river in Poland.

32. Changed the Italian armor images and moved up these images and added the panther at the top level.

2-19-2010.
33. Added tooltip for the unit country owner so it shows the organization upgrade value from tech 0. The country name is colorized if upgrades are available that will increase the organization. (1-4 = Bronze, 5-9 = Gold, 10+ = Yellow) . In addition all colored icons and text are hidden unless the unit you click on is on the same side as you. So no more spying upon enemy units for info about their upgrades.


2-25-2010
34. Fixed the code such that axis units in Syria, Iraq and Persia are not counted in the Med supply limits if Ankara, Turkey is axis controlled.
35. Removed hard coded North Africa supply rules ports and placed them in the general.txt file. No new ports were added but did add the slots to include additional ports. It’s now possible to have up to 5 Libyan ports and 12 African ports. Also, the impact of Malta and Gibraltar on North Africa Supply was added to the file.
36. Also fixed several issues in the North Africa Supply code where country numbers were hardcoded (0 instead of Global.GERMANY etc.).
37. Added some values in general.txt where players can decide the state of each of the countries in Africa and the Middle East. 0 = country never affected by Axis Med supply, 1 = country always affected by Axis Med supply & 2 = country affected by Axis Med supply unless Ankara (Turkey) is Axis controlled. The following values were set for each country: 0: Turkey, 1: Free France, Vichy France, Libya and Egypt and 2: Syria, Iraq and Persia . So now units in Syria, Iraq and Persia won’t be affected by Med supply if the Axis have control of Turkey. This simulates that the Axis can use the Turkish rail network to send supply to the nearest countries. Note that Egypt, Libya, Vichy France and Free France were NOT added because they’re further away from Turkey.
38. Because of the change to the general.txt file, this update will produce a checksum failure if applied to existing games. However; this will not affected the saved game and if both players apply the change will only happen once.

3-9-2010
39. Fix a bug where if Italy surrenders after Germany and without Rome being allied controlled that the victory conditions stated an axis minor victory. Conditions are now change to the allied victory is the conquest is prior to May 1945 and a stalemate if in May 1945.

3-11-2010
40. Fixed the bug about the Copenhagen port changing to the owner of Malmo if Sweden is captured.
41. Changed the code so Finland will activate for the Germans on the turn USSR activates. The Finnish units can't move on the first turn, though. Finland can still activate by themselves in spring 1941 and be ready for Barbarossa. This change is intended to prevent Finland from being wiped out early in case of an early German attack upon USSR. Then USSR can DoW Finland after having lots of units in the north and crush Finland before the Germans can get to Leningrad.
42. Added the Hungarian fighter to the game. This includes unit image files too.
43. Changed the code so that the strength of the Hungarian fighter, Finnish fighter and Romanian fighter is defined in the general.txt. All of these three fighters are set to 5 now, but this can be changed. If players want the status quo then they can set the Finnish and Romanian fighters at 10 and the Hungarian at 0 (means no spawn). All fighters spawn adjacent to the primary capital similar to Axis minor power reinforcements.
44. Made a change so that USA will get 100% war effort + tech bonus as long as the Axis player controls a hex in Canada or USA. This simulates the emergency situation USA would be in if the Axis would land at the US doorstep. It simulates that production intended for the west is sent to the east instead. This change should make it even less likely that the Axis will land in Canada or USA.

3-12-2010
45. Changed random research so there is a chance for one tech that would give a spectacular result. With normal research you get a tech progress of 2 and that’s multiplied with the number of labs, focus and tech difficulty. Changed random research to following probabilities:
a. 40%: 1
b. 20%: 1.5
c. 20%: 2
d. 10%: 3
e. 5%: 5
f. 5%: 10 (will be flagged as great progress)
46. This gives an average progress of 2.15. The old system had:
a. 87%: 1
b. 10%: 8
c. 3%: 15
47. The new system is better because you have to be very unlucky to get lots of 1’s. It’s only 40% per turn instead of 87%. You won’t often get a great result, but enough for random research to be exciting. With random research it means you can’t predict when you will get the new techs and that’s a good thing. I think it’s possible to play with random research the way I designed it. I don’t think we need “full” research. i. e. the old system, because the new random research will give enough uncertainty for the players to enjoy the random research. At the same time this reduces the frustration of having one tech lagging too much behind because you always got below 87%.
48. Made Random Research a default when starting new games.
49. Increased the efficiency loss for Russian units when German DoW from 20 to 30. This value is not bad because the Russians will regain almost up to 15 efficiency if they do nothing on that turn. Even for units that move they would still regain 5. With the 30 efficiency loss it means most units just below 30 on turn one. These increase to 40-45 on the first Russian turn and drop 5 again when they move. The it repeats itself until the Russian units get max efficiency. So the extra 10 drop means it takes one extra turn to get to full efficiency. The main difference is that the Russians will be too weak on the first few turns of Barbarossa so the Germans can move as far as they can into Russian territory with little fear of retaliation. That is good. So people should NOT worry about the extra efficiency loss for the Russians. They will be just as strong for the first winter.
50. Moved several units closer to the front line. Now these units will have to run for their lives to survive. Some might even be caught if the Germans are bold. If efficiency loss hadn’t been reduced by 30 then the Russians could counter attack spearhead armor units with some sting. Now they can forget about that on the first few turns. So the mech units have little else to do except running for safety.
51. Moved the Russian fighter from Moscow to Leningrad. This is according to the OOB and it’s not so dangerous because Finland will always activate when Russia activates. If the Finnish are afraid of Russian fighter harassment they can always put the fighter on sentry until German fighters get within range. But the Finnish fighter can fight the Russian fighter and expect good results so why hide?
52. No tech changes were made for the Russians.

3-15-2010
53. Updated the resource panel to show a player if more labs are possible to purchase. If more labs can be purchased the war effort number will turn to green instead of white. Also, if you mouse over the number a tool tip will appear that will show the number of labs possible to build. This number is dependent upon current war effort and max labs per area in the current game year.

3-16-2010
54. Changed the supply status of the Tunis port to 10 so that axis units may hold out longer in North Africa by controlling Tunis.
55. Fixed a bug where allied convoys would halt for several turns.

3-17-2010
56. Updated the mini map to be easier on the eyes.
57. Updated the GS player’s manual to align with GS v1.04.

3-18-2010
58. Changed GS version number to v1.04 from v1.02.

3-23-2009
59. Deleted message_rus1.txt file in the data folder. This was an older version of the message_rus.txt language file and was included by mistake.
60. Fixed a bug where games were ending unexpectedly on April 22, 1945 instead of May 12th 1945. This bug occurred from an accumulation of a round error and was fixed by changing the end date to May 14th 1945, even though the last game turn is May 12th 1945.
61. Fixed a bug in the 1944 scenario in which the allies are suppose to move first and did not. Now they move first.

3-26-2009
62. Fixed a bug where a ship that ran into a hidden sub could be bounced into an enemy port if one or more hexes adjacent to the hidden sub were occupied.

Posted: Sun Mar 28, 2010 12:34 am
by rkr1958
You don't know what it's like to work with a bunch of perfectionist. :) :)

When you think you have everything ready they find one more thing they need to change. :) :)

Alec found a mistake in the user manual, which is now corrected. By the way, the user's manual that Alec managed and produced is by the far the most professional software, much less gaming, manual that I've run across.

Seriously, though it is this drive and the dedication of the development team that has produced this expansion.

And your dev team has been: Borger, Jim, Ronnie (that's me), Paul, Alec and Tim. By the way, here's an excert from an email I sent to Iain announcing that GS v1.04 is ready for him to build an installer.
Thanks for allowing us to create this expansion. I think we've created something that we can all be proud of. And, I know there are other WW-II games out there but I believe we've created the most playable, fun and historically realistic one of them all. One that can be played and completed between two players via email in a matter of weeks as opposed to months or even years (e.g., MWIF).
GS v1.04 User's Manual: Updated to fix a paragraph numbering error.

Posted: Fri Apr 09, 2010 1:40 am
by massina_nz
rkr1958 wrote: <snip>
49. Increased the efficiency loss for Russian units when German DoW from 20 to 30. This value is not bad because the Russians will regain almost up to 15 efficiency if they do nothing on that turn. Even for units that move they would still regain 5. With the 30 efficiency loss it means most units just below 30 on turn one. These increase to 40-45 on the first Russian turn and drop 5 again when they move. The it repeats itself until the Russian units get max efficiency. So the extra 10 drop means it takes one extra turn to get to full efficiency. The main difference is that the Russians will be too weak on the first few turns of Barbarossa so the Germans can move as far as they can into Russian territory with little fear of retaliation. That is good. So people should NOT worry about the extra efficiency loss for the Russians. They will be just as strong for the first winter.
<snip>
Just played my first PBEM turn ever as Axis with this. Seemed to make a big difference to me. I could actually destroy Russian units, even with two-punch Axis Minor attacks. Normally I aim to cut of the frontline Russian garrisons and then use the Axis Minors to eliminate them, once they weaken enough. But this time I didn't need to. I'll be interested how it turns out over the next few turns.

Posted: Sat Apr 10, 2010 1:59 am
by Happycat
massina_nz wrote: I'll be interested how it turns out over the next few turns.
I think we on the development team will be interested too. Keep us informed if you can. It's always interesting to hear about different people's experiences and impressions.

Posted: Sun Apr 11, 2010 4:23 am
by rkr1958
v1.04 User's Manual: http://rapidshare.com/files/374489574/C ... -v1-04.pdf

Updated by Alec to fix a paragraph numbering error.

Posted: Sun Apr 11, 2010 10:06 pm
by massina_nz
Happycat wrote:
massina_nz wrote: I'll be interested how it turns out over the next few turns.
I think we on the development team will be interested too. Keep us informed if you can. It's always interesting to hear about different people's experiences and impressions.
Well the thing of interest so far, is that my opponent and I are playing a double-blind game, i.e. two games, different factions. But, vastly different Russian strategies, I'm running for the Urals as fast as I can, well the Leningrad-Moscow-Rostov line, and he is set up a defense line at Minsk and Vinnista.

Posted: Sun Apr 11, 2010 11:03 pm
by Peter Stauffenberg
massina_nz wrote:Well the thing of interest so far, is that my opponent and I are playing a double-blind game, i.e. two games, different factions. But, vastly different Russian strategies, I'm running for the Urals as fast as I can, well the Leningrad-Moscow-Rostov line, and he is set up a defense line at Minsk and Vinnista.
The Russians are going to get annihilated if they try to defend at Minsk and Vinnitsa instead of running to safety. The -30 efficiency surprise modifier means that the Germans will get to these forward lines before the Russians recover and can smash through the lines and captured big hordes of Russians. Well, the real Russians tried something similar and lost many units to the Axis pincers.

It's probably tempting for the Russians to try a forward defense, but it's a recipe for having Germany in the Urals by the end of 1942. At least you will end up with the Germans in Leningrad, Moscow and Stalingrad.

So please keep us updated about how the front line changes. Will you be able to surround several Russian corps units with this forward defense?

Posted: Sun Apr 11, 2010 11:30 pm
by massina_nz
Will keep you all updated. I'll post as a separate AAR. We've already done a couple of turns during Barbarossa, but it's pretty easy to tell what's happened so far.

Not sure if I can encircle the Russians but that would be the aim, I'm definitely able to smash the front line troops, one aerial bombardment and the Russian unit status turns from orange to red. Then even the Rumanians get odds of 5:0. Once i saw this I immediately knew that in the game where I am the Russians, I need to run as fast as I can and just leave some GARs in cities to slow the Axis down.

Posted: Mon Apr 12, 2010 8:15 am
by trulster
Havent played Barbarossa since the -30 change, but I think now it should be possible to take out Leningrad in the first couple of turns, which was almost impossible earlier. Hit defenders hard with some German aid and even with a two hex attack the city it should never recover enough efficiency to survive. Anyone tried this under 1.04?

Posted: Tue Apr 13, 2010 11:56 am
by rkr1958
GS Version 1.05 (incremental) Pre Release

We have a major bug find and fix. The bug happened in the rare case of the USA being conquered (see PanzerGeneral's AAR). If you play with other languages (i.e., non-English) please check out this update if you have time and let us know all is working well. Barring any other major bug find this will be our last release.

Link: REMOVED.

GS v1.05 manual pdf: http://rapidshare.com/files/374489574/C ... -v1-04.pdf

This is an incremental update, which includes all incremental changes made since the official v1.02 release, and must be manually applied (i.e., copied) over the top of a GS v1.02 install. This incremental update will be combined with the v1.02 to form the official version of v1.05, which Iain will build an installer. You apply this update at your own risk. If you don't feel comfortable applying then please wait for the official installer version.

This update will NOT invalidate saved game; but, may cause a checksum error and will apply the changes below to the game you're playing.

IMPORTANT: This update should only be applied to existing games either before activation of Hungary, Romania or Finland (i.e., before activation of any of these three countries) or after activation of all three of these countries.

Changes since last release.

4-12-2010

62. Fixed a bug about USA activating when Axis units were in Canada if USA had surrendered. This message won't show now and the Russians won’t get an extra set of Siberian reserves.

63. Fixed a bug when UK had surrendered where the southern lend lease route to USSR would shut down. The bug sent the PP's to USA instead. Now USSR will receive the lend lease from Persia regardless.

64. Changed the code so attacking Belgium during winter or mud weather will NOT create a surprise efficiency loss upon units inside France. Belgian units will still be surprised though. This is done to make sitzkrieg more attractive. If you attack Belgium during bad weather then the French would have been more prepared and the fight would be harder.

65. Linked the control of the British airfields to certain key cities.

a. Aberdeen controls Lerwick
b. Glasgow controls Stornoway and Benbecula
c. Liverpool controls Isle of Man
d. Scapa Flow controls Kirkwall

66. Changed version from v1.04 to v1.05

Posted: Tue Apr 13, 2010 11:25 pm
by rkr1958
GS Version 1.05 (incremental) Pre Release Take 2 (4-13-2010).

Mini Patch: REMOVED.

The mini patch, referenced above, must be applied over the top of v1.04 to work properly. This mini patch is 242 KB (zipped) and only includes those changes made since v1.04 (see viewtopic.php?p=136119#136119 ), which wasn't officially released.

If you haven't yet upgraded to v1.04, you can apply the incremental update reference below to v1.02 or later and then apply this mini-patch.

Incremental Update to v1.02: http://rapidshare.com/files/375572225/GSVer1.05-INC.zip

GS v1.05 manual pdf: http://rapidshare.com/files/374489574/C ... -v1-04.pdf

The incremental update includes all changes made since the official v1.02 release and must be manually applied (i.e., copied) over the top of a GS v1.02 install. The incremental update will be combined with the v1.02 to form the official version of v1.05, for which Iain will build an installer.

This update will NOT invalidate saved game; but, may cause a checksum error and will cause the changes below to apply to game.

IMPORTANT: This update should only be applied to existing games either before activation of Hungary, Romania or Finland (i.e., before activation of any of these three countries) or after activation of all three of these countries.

v1.05 Change Log.

4-12-2010


62. Fixed a bug about USA activating when Axis units were in Canada if USA had surrendered. This message won't show now and the Russians won’t get an extra set of Siberian reserves.

63. Fixed a bug when UK had surrendered where the southern lend lease route to USSR would shut down. The bug sent the PP's to USA instead. Now USSR will receive the lend lease from Persia regardless.

64. Changed the code so attacking Belgium during winter or mud weather will NOT create a surprise efficiency loss upon units inside France. Belgian units will still be surprised though. This is done to make sitzkrieg more attractive. If you attack Belgium during bad weather then the French would have been more prepared and the fight would be harder.

65. Linked the control of the British airfields to certain key cities.

a. Aberdeen controls Lerwick
b. Glasgow controls Stornoway and Benbecula
c. Liverpool controls Isle of Man
d. Scapa Flow controls Kirkwall

66. Changed version from v1.04 to v1.05

4-13-2010

68. Fixed some geographic translations in the Italian version of city file.

69. Added capability for partisans to spawn in Ireland and Portugal to spawn partisans after they’re conquered.

70. Before only France, USSR and Yugoslavia got partisans at full rate after they were conquered. Now Ireland, Switzerland, Germany, UK and USA, France, USSR and Yugoslavia will get them at full rate.

71. Upped Ireland and Portugal from minor partisans to standard partisans (1-10 instead of 1-5 when spawning).

Posted: Sat Apr 17, 2010 7:52 pm
by rkr1958
GS Version 1.05 (incremental) Pre Release Take 3 (4-17-2010).

We've found and corrected a major bug that occurs in the rare condition that all countries in the UK/USA/French fraction are defeated (e.g., PanzerGeneral's AAR). The attached mini-path contains that fix and must be applied over v1.04. This patch can be applied to both the PC and MAC versions. This mini patch contains the following changes.

2010.04.17 Mini Patch: http://rapidshare.com/files/377039143/2 ... er1.05.zip

The mini patch, referenced above, must be applied over the top of v1.04 to work properly. This mini patch is 254 KB (zipped) and only includes those changes made since v1.04 (see viewtopic.php?p=136119#136119 ), which wasn't officially released.

If you haven't yet upgraded to v1.04, you can apply the incremental update referenced in the post(s) above to v1.02 or later and then apply this mini-patch.

4-13-2010

68. Fixed some geographic translations in the Italian version of city file.

69. Added capability for partisans to spawn in Ireland and Portugal to spawn partisans after they’re conquered.

70. Before only France, USSR and Yugoslavia got partisans at full rate after they were conquered. Now Ireland, Switzerland, Germany, UK and USA, France, USSR and Yugoslavia will get them at full rate.

71. Upped Ireland and Portugal from minor partisans to standard partisans (1-10 instead of 1-5 when spawning).



4-17-2010

72. Fixed a bug that caused the game to hang when partisans trying to spawn in countries tied to a major faction (i.e., Britain/USA/France, Russia or Germany/Italy) when all countries of that faction have been defeated. For example, in the unlikely case that Britain, USA and France are all defeated partisans that spawn in these countries, or minor countries tied to this faction, will spawn as Russian partisans. Similarly, if Russia is defeated then traditional Russian partisans will spawn in the British/USA/French faction.

Posted: Sun Apr 18, 2010 4:04 pm
by pickle
A silly question here and one that has probably been answered long ago but why is Canada neutral until 1941? We were in the war from September 1939 on.

Posted: Sun Apr 18, 2010 4:52 pm
by rkr1958
pickle wrote:A silly question here and one that has probably been answered long ago but why is Canada neutral until 1941? We were in the war from September 1939 on.
Canada isn't really neutral and they do start the game at war with Germany. They immediately contribute a fighter unit, infantry and mechanized corps. We defined a part of "Canada" as neutral in order to "box in" the Lend Lease destroyer, which is released on March 14, 1941 (when "Canada" enters). This is just the mechanism we used to do this.

Posted: Sun Apr 18, 2010 5:46 pm
by pickle
Thanks rkr1958 for the explanation...I thought there must have been something along those lines given the availability of Canadian forces for the Allies from the beginning of the war.

Posted: Tue Apr 20, 2010 6:07 pm
by PanzerGeneral
AAR between Supermax and PanzerGeneral, upgrade from GS 1.02 to GS 1.05
This concerns the upgrade from GS 1.02 to GS 1.05 in the PBEM game between me and Supermax. We both agreed to use GS 1.05 for the rest of our game.

I was first out so I applied the GS 1.04 incremental patch (GSVer1.04-INC.zip) and the GS 1.05 incremental patch (2010.04.17.MiniPatch-GSVer1.05.zip).

On thing which I assume is basic for most people but what I troubled with. Remember to apply the patch to the Grand Strategy Mod directory :)
(C:\Program Files\Slitherine\Military History Commander - Europe at War GOLD\Grand Strategy Mod)

So I started the game and got the start up screen with the new version number
Image

Everything looks ok, I load our PBEM file and get the standard messages about checksums.
Image
Image

The PBEM file loads but I still get the standard messages when I played GS 1.02.
Image
Image
Image
Image

I do nothing this turn and end it and get some partisans in France and get the US surrender message
Image

and the partisans disband. Note I only get the US surrender message and not the messages about japan declaring war on the US, the Siberian reserves, ...

It seems to me that GS 1.05 does not fix the USA surrender bug :?
Is there something I forgot to do when applying the patches?

I am more than happy to supply my PBEM save file and the password if this helps in debugging these features.

Posted: Tue Apr 20, 2010 6:29 pm
by Peter Stauffenberg
rkr1958 wrote:
pickle wrote:A silly question here and one that has probably been answered long ago but why is Canada neutral until 1941? We were in the war from September 1939 on.
Canada isn't really neutral and they do start the game at war with Germany. They immediately contribute a fighter unit, infantry and mechanized corps. We defined a part of "Canada" as neutral in order to "box in" the Lend Lease destroyer, which is released on March 14, 1941 (when "Canada" enters). This is just the mechanism we used to do this.
That was done because of the house rules. Since we started to code our rules we spawn the USLL destroyer in Fredericton when Canada joins the Allies. The reason we have Canada as a country joining in March 11th 1941 is that the USLL destroyer will arrive at that time. That's when Roosevelt managed to pass the Lend Lease Act in the US house of representatives.

We had to link the addition of the USLL destroyer to an event and decided to let Canada join (making Fredericton port and Turner Valley oilfield available to the Allies). Most of Canada (Ottawa and Halifax) is active at the start of the game, but these cities are owner by UK so reinforcements can be placed there. This means Canadian units will have the same tech as the UK units and look the same.