Changelog and Download Thread (Current Version: 3.7e)

Discussion in 'World War One: ISH' started by PurplePoot, Mar 1, 2016.

  1. PurplePoot

    PurplePoot

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    3.7e
    • Dreadnought cost reverted to 1250.
    • Torpedos reverted to previous behaviour.
    • Fixed a bug where if a single trench was full, no selected trench could use Man Trench (Single)
    • Fixed numerous bugs with the Greece supply system.
    • Repositioned buildings in Moscow.
    • Repositioned buildings in Berlin.
    • German Infantry model replaced with the default one due to selection issues.
    • Bucharest can no longer be dropped from the sea.
    • Added a few trenches to the Romanian coast.
    • Gas Howitzers no longer regenerate mana while unpacked.

    3.7d
    • Fixed a bug where Barracks would not automatically start at the beginning of the game.
    • Fixed a bug where ingame income was out of sync with the month timer.
    • Fixed a bug where players could land in Greece before it joined the war.

    3.7c
    • Fixed a bug where supplies couldn't be sent to Greece unless the trade dock is killed at least once.
    • Revolutionaries now spawn correctly in July 1917 in Russia.
    • You can now type -share all to share control with your whole team.
    • To unshare players, you now have to type -unshare <player>
    • You can now also share control using the country name instead of the colour.
    • Fixed a bug where some buildings may not restart production when a player falls below their food cap.
    • Fixed a bug where Bulgaria's barracks would not start producing when they joined the war.
    • The game now starts 10 seconds after loading, to allow some time to pause and such.
    • Serbia now gets 12 infantry and 2 howitzers if they are still alive when Portugal joins.
    • The Ottoman Empire now has a shipyard in Beirut.
    • Two trenches added to a key point on the Ottoman coast.
    • Cavalry and Spahi gold cost reduced to 85.
    • The Senussi Rebels event triggers in November 1915, allowing Germany and the Ottoman Empire to send infantry to southern Africa for 500 gold.

    3.7b
    • Unbroke alliances.

    3.7
    • Only completed trenches provide the Barbed Wire debuff.
    • Naval prices substantially reduced:
      • Destroyer: 250
      • Cruiser: 500
      • Dreadnought: 1000
      • Torpedo Boat: 450
      • Submarine: 500
    • Fixed hotkey for Produce Raw Materials.
    • Torpedo range reduced from 500 to 400.
    • Torpedos no longer stun their target.
    • West German starting armoured car replaced with four infantry.
    • The Sonar ability on Destroyers now correctly has a passive (black-bordered) button.
    • Changed Torpedo and "Restock Torpedoes" icons.
    • Moved some of Germany's Cities inland and moved Towns towards the front to decrease income lost in the initial push.
    • Gave an East German city which should've been Austrian to Austria.
    • Added Durres (contemporary capital of Albania) and moved one Serbian barracks there.
    • Income redistributed. Most starting income is more or less the same, but concentrated in different areas.
    • Italy income increased once it joins the war, but much of this income is in the north.
    • West Germany income increased.
    • Early game Serbian income increased, but added income from later-game possessions decreased.
    • Moved West German Strasbourg barracks to Munich
    • Moved West German Howitzers and Mortars to Strasbourg.
    • The Russian Revolution now occurs even in regions which have had their capital captured by the Centrals.
    • Central-owned cities taken by Russia now revolt back to the correct player during the Russian Revolution.
    • The Ottoman Empire and Bulgaria now correctly have access to A7Vs in November 1918.
    • Rabat has been re-added as a low-income capital.
    • Fixed a bug where Hungary had access to the Fiat 2000 research.
    • Moved the Retire and Destroy Trench buttons again.
    You can see the new income distribution here.

    3.6h
    • You no longer see "unrecognized player" if you type -share anywhere but at the start of the line.
    • Barracks and Mortar-producing Factories will now automatically resume production they halted due to the food cap and you later lose units.
    • Extended the mountains on the western Ottoman coast somewhat.
    • Fixed an issue where Factories might keep producing raw materials even when building a unit.

    3.6g
    • You can no longer unshare yourself.
    • Fixed a bug where barracks didn't auto-start production after being built.

    3.6f
    • Fixed A7V scaling value.
    • Fixed some occasional bugs with the factory system.
    • Added some trenches to Warsaw.
    • Heavy Howitzers and Gas Artillery now also have an attack button in packed mode, similar to normal Howitzers.
    • Paid mortars are now 175 gold and 20 seconds (down from 200/30).

    3.6e
    • Reconciled with 3.5j.
    • Destroyers now take 0 damage from torpedoes instead of being magic immune.
    • Removed the trade dock on Italy's heel.
    • Removed the Ottoman infantry in Damascus.

    3.6d
    • Fixed a strange bug that prevented transport ships from moving.

    3.6c
    • Fixed Russian revolution.
    • Fixed bug where factories would automatically requeue production.
    • Made the progress bar on factories toggleable.

    3.6b
    • Fixed factory progress bar position.
    • Moved OE howitzers to Beirut.

    3.6
    • Changed terrain in the northern OE and moved trenches so that it's harder for Russia to sneak past.
    • The Ottoman Empire starts with 10 more infantry: two on the Russian border, four in Beirut, and four in Damascus.
    • The Ottoman Empire's howitzers now all start on the front.
    • Reduced movement speed of torpedo boats slightly.
    • Merchant Ships no longer appear on the minimap.
    • Fixed bug where howitzers & co didn't have an attack button, which would cause issues when attack-moving.
    • Destroyers are now immune to torpedoes.
    • U-Boats one-shot merchant ships.
    • Replaced one of orange's Mediterraneaen torpedo boats with a cruiser.
    • Howitzers and merchant ship selection boxes are smaller now. They still aren't perfect, but they should be harder to select by accident.
    • The income system has been revamped. This should currently be an invisible change on the front end, but it means that individual cities can have custom income values now.
    • Factories now automatically produce raw materials whenever they are not building anything else, rather than raw materials being an explicit production. This means that it doesn't clog up the queue and can be suspended.
    • Ferry Points no longer appear on the minimap.
     

    Attached Files:

    Last edited: Apr 2, 2016
  2. EagleMan

    EagleMan Administrator Admin Map Maker

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    By the way, uploading it to EpicWar doesn't work anymore (if you tried) because 2 tank models use the WotkArmor.blp or whatever it's called. EpicWar thinks the map lacks a minimap image as a result I think.
     
  3. PurplePoot

    PurplePoot

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    I haven't really uploaded to epicwar very often (primarily due to laziness) but I can fix that if you think it's a good idea to.
     
  4. TheVinylRaider

    TheVinylRaider

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    Lets test it today??
     
  5. PartSasquatch

    PartSasquatch

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    please please please please please please please move grey / lbs troops so warsaw isn't as easy to rush, it really fucks with the balance on the east front and there's absolutely no reason NOT to do this currently

    edit: you could also give red more trenches
     
    Last edited: Mar 2, 2016
  6. PartSasquatch

    PartSasquatch

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    yellow doesn't get any significant advantage from grey/lb doing this, and it guarantees warsaw dies immediately
     
  7. cell_destroyer

    cell_destroyer

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    Imo 2-3 trenches more in warsaw, or give 250g starting gold to everyone, but i want to do one more testing with pros first.

    I just want to say that this is due to Gray/Lb's being lazy in general, they have enough surplus infantry to fight russia aswell, but it's usually used to push serbia (by pros)
     
  8. War4life

    War4life Eternal Respek

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    I don't think the Warsaw Rush is unstoppable tbh, i think you have just been lazy on the trenching Sean. Devils seemed to have a lot more trenches when we did it to him, but you also had less units so idk.
     
  9. EagleMan

    EagleMan Administrator Admin Map Maker

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    LB's troops are at his capital so there's really not much else you can do. Same for (most of) Gray. In either case, moving the troops away means moving them closer to Serbia's front, which hurts him.

    And I think Yellow would get an advantage by them going to attack Warsaw. It's entirely possible for Serbia to push Sarajevo and snipe a Barracks if Austria doesn't have his full force there and Hungary isn't pressuring.

    However red doesn't start with that much firepower at the front and does face off against the strongest troops, so a rush does seem viable to me. Maybe a handful of Fortified Trenches for red if this meta proves to be a consistent problem. Sometimes novel strategies only work because they're unexpected, not because they're uncounterable.
     
  10. PurplePoot

    PurplePoot

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    I can confirm that this rush is (as far as I can tell) unbeatable.

    • I recall back in the day it was a thing and afaik was unstoppable.
    • It happened to be me twice recently. The first time I was caught off guard so it wasn't really meaningful. The second time I suspected it was coming and literally the first thing I did was build more trenches. The forces arrived when the first batch of trenches were finishing and I still got completely steamrolled since by the time most Russian infantry can get to the front it's already over.
     
  11. War4life

    War4life Eternal Respek

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    Not sure I want to see any changes made to this just yet to be honest, let's give it a little bit. But if changes were to be made, I would just say to add some more starting infantry from the Moscow or Seva army over to Warsaw.
     
  12. EagleMan

    EagleMan Administrator Admin Map Maker

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    Random ideas for Mediterranean Sea:
    • Add a Shipyard to Beirut so Green can have a place to build Transport Ships or Navy in case Allies just blockade in the Aegean.
    • Remove preplaced trenches from Cyprus. This makes it easier for Centrals to snipe Cyprus and capture that trade income if they manage to get a landing in.
    • Remove the Shipyard from Malta or Cyprus, or even both places. One advantage the Allies have in the Mediterranean is that they can restock torpedoes pretty much anywhere while Centrals have to retreat into the Adriatic or Aegean to restock. The Allies can still restock at Alexandria, Gibraltar, south Italy, Marseilles or Algiers.
    • Move all of the Austrian navy down to Sarajevo. Currently there's pretty much no way to save that Dreadnought if Allies rush the Adriatic, which is standard.
    • Move the Bulgarian navy to be south of Instanbul rather than around the north side of the bend. It's a short distance but large ships get slowed crossing that choke and it would let Bulgaria be able to move out faster by about 10s.
    • Add a Dreadnought to the navy Bulgaria gets when he joins the war.
      • I'm not saying all of that should be done, it's just a bunch of ideas. A few being done to see how it goes would be fine.

    Submarines:
    • Make Un/Submerge take 2 or 2.5 seconds so it's difficult to use it in combat to perform hit and runs.
    • Reduce torpedo range (Edit: already done now)
    • Give submerged submarines a modified torpedo ability that can only target transport/merchant ships, and/or an attack that can only target merchant ships (which still 1 shots them like normal).
    Hopefully that set of changes would turn them into a terror of the high seas without also making them into something that can take on an actual navy.


    Oh and seeing if your ally's trenches are manned or not would be great if that's possible. This would be most helpful when you have a -share and have a mix of units and trenches at a particular point.
     
  13. bsxalpha6

    bsxalpha6

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    So I was thinking, what would people think about adding a feature where regiments can capture enemy trenches that are not loaded? It would certainly discourage the "build 4 trenches but only put 1 man in 1 trench mentality that alot of rounds of ISH have. It would also reward players for not just obliterating everything with howitzers and then building new trenches. It would also force players to maintain regiments in their defenses as to not let trenches fall into enemy hands.
    Not sure if this is something people would be interested in, but it might be worth further discussion.
    Also I'm back on WIFI that I can play WC3 over, so let the ISH games commence.
     
  14. EagleMan

    EagleMan Administrator Admin Map Maker

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    I think that would cause a domino effect in that a lot of other things would need to be changed as well. Players that rely on falling back slowly would now be a lot more vulnerable, especially WG or Serbia. Basically a lot of defender's advantage would be lost and that would change things on every front. You would need to increase infantry production for a lot of players or make trenches more powerful.

    And I think ISH is just before that point where there starts to be too many units on the map that it starts to cause unit lag. You can see this sometimes in late game Greece or other big strategy maps. If a lot of players have hundreds of units doing stuff, the WC3 engine can't handle the strain of calculating their pathing and so everything slows down a lot and the units "lag".
     
  15. bsxalpha6

    bsxalpha6

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    Is it possible to change unloading of transports to be 1 unit at a time? It is getting ridiculous when you land 8 transports and due to collision size the appear 5 trenches deep into the coastline.
     
  16. PurplePoot

    PurplePoot

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    I'm okay with that, cars too?
     
  17. EagleMan

    EagleMan Administrator Admin Map Maker

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    That seems like it would substantially reduce their utility. Especially since with cheap navy now it's going to be harder than ever to pull off landings safely.
     
  18. bsxalpha6

    bsxalpha6

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    Cars I really don't know about. It might nerf them to the point of uselessness. Thinking practically a "regiment" could deploy alot faster from a land transport than from a sea transport. It is up to you though.
     
  19. cell_destroyer

    cell_destroyer

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    Cars are already easy to counter. They already got nerfed so i wouldn't touch them for now.
     
  20. EagleMan

    EagleMan Administrator Admin Map Maker

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    In case Poot doesn't get back to me via PM for my request for the latest version, I will be updating the 3.7d version I have to 3.7e the best I can, which basically means I can't replicate the trigger work he did. I also noticed that there appears to be a minor bug with factory income - when the 10 second start pause was added, that didn't delay the time by which factories start generating income. So at 50 seconds in you get your factory income instead of 60 seconds.
     
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