6.5.0
[h3]CAUTION: This update is NOT multiplayer compatible with prior versions of the game. Do not attempt to cross version multiplayer. Either stay in 6.4.2 OR move to 6.5.0.[/h3]
Hello again :)
I have been at work for the past 3 days on something I talked about during my streams on Youtube, for those of you who watched me, you already know what this is :)
The last major feature the game was lacking was a better diplomacy system.
So, I got to work and updated it
Actually, it was a bit more than an update since I changed around 800 lines of code throughout the game (that were linked to diplomacy in general)
That was a LOT of work (but this was due to my code not supporting changes like those without redoing the entire thing from scratch)
This is one of the reasons why there are things that are simply not gonna change simply because my code sucks and doesn't really support upgrades but actually requires to be demolished and rebuilt, making it a huge pain in the butt
Anyway, I finished the work on diplomacy, and now you have a proper system where you can be at war with Poland, not at war with the USSR but still have the USSR at war with Poland
This system was needed for the quick games (custom scenarios) where for example both Germany and the USSR would be at war with Poland but Germany and the USSR wouldn't be allies
That wasn't possible with the old system because it was very binary. You were either at war, either at peace.
Now you can have common enemies without being allies.
Anyway, this fixes the Winter War as well, where Finland and the USSR will both be at war with each other without impacting anything else, and same thing for the Baltic States and the USSR in June 1940
USSR will mind its own business and there will be no intel sharing or any red units running around Germany
Not anymore
Unfortunately, the changes required for this to work made the whole thing slower (more expensive checks, since instead of checking if you are in the same faction or not you need to check in your list of allies or list or enemies or both even in some places) and so this slowed down the AI a little
At first, it was pretty bad, then I profiled the issues and saw there were things that could be optimised
I optimised some things and made them faster, so we got back at the previous level of speed/lag
Basically almost nothing changed in term of AI speed, but the code is more efficient now!
(All my tests are conducted on Europe 1939 with all countries in Free For All mode in hardcore with all options ON in the settings. With the previous version the first turn took 1 minute 12 seconds to complete, now it takes 1 minute 7 seconds. Small optimisations things a bit)
[h3]Additions:[/h3]
[h3]Changes:[/h3]
[h3]Fixes:[/h3]
[h3]Removed:[/h3]
Hello again :)
I have been at work for the past 3 days on something I talked about during my streams on Youtube, for those of you who watched me, you already know what this is :)
The last major feature the game was lacking was a better diplomacy system.
So, I got to work and updated it
Actually, it was a bit more than an update since I changed around 800 lines of code throughout the game (that were linked to diplomacy in general)
That was a LOT of work (but this was due to my code not supporting changes like those without redoing the entire thing from scratch)
This is one of the reasons why there are things that are simply not gonna change simply because my code sucks and doesn't really support upgrades but actually requires to be demolished and rebuilt, making it a huge pain in the butt
Anyway, I finished the work on diplomacy, and now you have a proper system where you can be at war with Poland, not at war with the USSR but still have the USSR at war with Poland
This system was needed for the quick games (custom scenarios) where for example both Germany and the USSR would be at war with Poland but Germany and the USSR wouldn't be allies
That wasn't possible with the old system because it was very binary. You were either at war, either at peace.
Now you can have common enemies without being allies.
Anyway, this fixes the Winter War as well, where Finland and the USSR will both be at war with each other without impacting anything else, and same thing for the Baltic States and the USSR in June 1940
USSR will mind its own business and there will be no intel sharing or any red units running around Germany
Not anymore
Unfortunately, the changes required for this to work made the whole thing slower (more expensive checks, since instead of checking if you are in the same faction or not you need to check in your list of allies or list or enemies or both even in some places) and so this slowed down the AI a little
At first, it was pretty bad, then I profiled the issues and saw there were things that could be optimised
I optimised some things and made them faster, so we got back at the previous level of speed/lag
Basically almost nothing changed in term of AI speed, but the code is more efficient now!
(All my tests are conducted on Europe 1939 with all countries in Free For All mode in hardcore with all options ON in the settings. With the previous version the first turn took 1 minute 12 seconds to complete, now it takes 1 minute 7 seconds. Small optimisations things a bit)
[h3]Additions:[/h3]
- New diplomacy system. New diplomacy tooltip showing wars and alliances per player.
- New pre war anti tank gun for Hungary.
- Added planes for Turkey.
[h3]Changes:[/h3]
- Many, many, many lines of code changed. Everywhere throughout the game. This means instability has increased, I did play test quite a bit and squashed all bugs I found. Since this update once again has really changed the code base of the game, it is likely there are going to be new bugs. If you witness something weird, please let me know so I can fix it in the best delays!
- AI's behaviour with planes. If the option "one more tile with planes" is one, AI will take advantage of that now and have its plane move aside one tile when it attacked a unit, to allow for maximum destruction/damage.
- When a VP is captured, if it used to belong to someone else, and if this someone else is your ally, the VP will go back to its original owner, no longer to you. Basically, when Germany invades France, if the USA or any ally of France take back France's stuff, it goes back to France. This is not only good because of this, but also because this means the AI will no longer steal stuff from you if it used to belong to you!
- You can now buy units from countries that are at war as long as you are neutral.
- Updated manual.
[h3]Fixes:[/h3]
- AI buying algorithm. Many fixes. Including ratio of tanks planes artillery etc both for majors and minors.
- General fixes I found while re writing the code throughout the game.
- All Weather policy not working properly, enemy that didn't have it would retaliate at 100% damage.
- Policies that altered partisan spawn were not working properly.
- You would attack an enemy when trying to place a waypoint on its tile.
- Research time could be wrong for some units.
- Infinite money bug when downgrading a veteran unit. Money would add up and veteran option isn't removed.
- Kasserine Pass as the Axis campaign scenario couldn't be completed due to 2 allied reinforcement tiles being major victory points.
- You couldn't send money in campaign through the diplomacy panel.
[h3]Removed:[/h3]
- Generic planes for Turkey.