Les he pedido que si era posible que en las partidas del server dejara grabar la partida en local para luego poder estudiarla mientras el otro jugador va haciendo su turno, también que sería bueno que al darle al f11 luego se pudiera ver un resumen log más extenso de los combates (tipo witp) y también si sería posible que las unidades subordinadas a un HQ se vieran unidas por líneas en vez de los cuadrados de colores que se ven un poco mal (poner un boton que active/desactive la función). Me han contestado que ahora estaban centrados en este parche en solucionar bugs y mejorar el equilibrio del juego, que despues esperan agregar mejoras al juego.
Interesantes peticiones, a ver que hacen finalmente. Por cierto, el parche del que hablas se va perfilando. Ya han presentado parte de lo que va a entrar en el 1.03 beta 3 (aunque la beta misma todavía no ha salido) y por lo que he visto algunos de sus puntos van a afectar el equilibrio de juego enormemente (sobre todo a favor del jugador alemán, que tenía numerosos handicaps según estaban planteadas las cosas). Ahí va la lista (este es el enlace en cuestion: http://www.matrixgames.com/forums/tm.asp?m=2708817 ):
v1.03 beta 3:
· New Features and Rule Changes
1. Rule addendum and rule change – Units defending in Heavy or Light Urban terrain receive a doubling of their Combat Value when determining the winner and loser of the battle. This doubling is in addition to all other modifiers previously reported. Prior to this version, this doubling also applied to defenders in Swamp, Rough, Mountain and Heavy Forest terrain. This has been removed, so the doubling now only occurs in Heavy or Light Urban terrain.
2. New Rules – Routed units may not move via rail or naval transport. Routed units will not change their TOE.
3. Rule change - Reduced the Soviet manpower production multipliers to 50 in 1941 (from 55) and 45 in 1942 (from 50).
4. Rule change – Made changes so that the experience for ground elements newly introduced to a unit due to a TOE change will be based on the average of similar ground class elements in the unit. If no such elements exist, the national morale will be used to build the new elements.
5. Rule change – The chance of manpower migration will decline once the city’s manpower is less than 50% of its population. Also, note that the manual is incorrect in that there is no limit to the amount of migration that can occur in a turn.
6. Rule changes - Changed the way support squads are handled during the replacement phase: 1) Support squads are not sent to a unit if additional support is not required 2) Support conversion happens at the end of the replacement phase, when there is less chance that conversion will be needed. 3) Experience reduction from support conversion is based on the existing experience and number of existing rifle squads versus the number of converted squads.
7. Rule change - Experience reduction caused by replacements is more based on the relative amount of replacements received.
8. Rule change and new rule - Doubled the rail capacity costs for factory rail movement. No factory movement is allowed on the June 22, 1941 turn.
9. New Rule – Lowered the chance of a unit getting morale increases from combat if the unit’s morale already exceeds its national morale.
10. New Rule – Each turn there is a chance that a unit’s morale will be lowered by 1 or 2 points if its morale exceeds it’s national morale by 30 points or more.
11. Rule changes – Production changes: 1) Reduced Heavy Industry output and resource consumption. Each HI point now uses 500 resources to produce 500 supplies. 2) Reduced Armament output and supply consumption. Each Armament factory now uses 50 supply points to produce 200 armament points. 3) Reduced fuel production. One fuel factory now uses 300 oil to produce 300 fuel.
· Bug Fixes
1. Fixed the bug that was allowing game options to be changed after the start of a PBEM game.
2. Fixed a bug where Army Group south was not splitting into AGA and AGB in March 1943.
3. Fixed a bug where a lack of suitable leaders was causing AGB to arrive without a leader. A leader will be appointed, although it may be one that is of a lower than normally required rank.
4. Fixed a bug inserted in 1.03 beta 2 that caused FBD units to pay an extra +2 MPs when entering an enemy controlled hex.
5. Fixed a bug where ground elements that change to another element due to a TOE change were losing experience. Fixed a bug that could be altering the experience and fatigue of ground elements during a TOE change.
6. Fixed a typo in the production messages in Event Log - ""aircaft"" -> ""aircraft""
7. Made changes to the map popup function which may be a possible solution for the popup issue where the message “View this unit” becomes the only text shown.
8. Increased the probability of artillery and infantry weapons being produced from armaments.
9. Deleted the temp file created when a Multiplayer game is saved to the server.
10. Fixed a bug where the Yes/No dialog state was not reset when you answer No to the end the turn question.
11. Fixed a bug in the AI that was allowing the Axis AI to move isolated units illegally out of their pocket and back to their friendly lines.
12. Support squad conversion to rifle squads is now being properly limited to 30 per unit per turn.
13. Fixed a bug involving vehicle usage during the replacement phase.
14. Fixed a bug with the non-random weather that could cause incorrect clear or mud weather in the May to June 19 timeframe.
15. Fixed a bug where partisans could attack a rail hex 6 hexes away. The limit of 5 hexes should now apply.
16. Fixed a bug causing captured ports to generate shipping points for the Axis player. Captured ports should not generate shipping points.
17. Fixed a bug in small scenarios where rail hexes out of the playable map area were sometimes not functioning properly (causing issues with the supply system).
· Data and Scenario Changes
1. Tweaked the blast radii of many of the devices to correct for rounding errors.
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Como se puede ver hay muchos cambios que favorecen enormemente al jugador alemán ya que se ha podido comprobar en los AARs del foro de Matrix que el juego estaba algo desequilibrado a favor del jugador soviético. Ejemplos de lo modificado:
-Los pantanos (y otros terrenos) ya no serán tan duros de pelar (con lo que Leningrado se hace mas factible como objetivo para el alemán en 1941).
-El ruso tendrá menos manpower en 1941 y 1942 (cosa que el alemán agradecerá, sobretodo, cuando llegue el primer invierno).
-Se aumenta al doble el coste de evacuar factorías por ferrocarril (y se impide, además, evacuarlas el primer turno de la campaña). Esto restringirá el movimiento por ferrocarril de las tropas soviéticas y al mismo tiempo dificultará la evacuación de la industria que ahora es demasiado fácil.