WITE: rullo di tamburi per la nuova patch

Discussion in 'War in the East' started by Invernomuto, Jan 13, 2016.

  1. Invernomuto

    Invernomuto -

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    Dovrebbe essere in dirittura di arrivo...

     
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  2. blizzard

    blizzard Moderator Staff Member

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    Perché hai già iniziato la partita con il tuo amico tedesco?
     
  3. qwetry

    qwetry

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    Se questa patch dovesse essere sostanziosa, tra patch e la tua pubblicità non so se resisterei :cautious:
     
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  4. blubasso

    blubasso

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    A che versione portera' la nuova patch?
     
  5. blizzard

    blizzard Moderator Staff Member

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    Vero che ci fai un bell AAR ? :)
     
  6. ivaldi79

    ivaldi79

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    Fixed
     
  7. cohimbra

    cohimbra

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    Di norma, se installi nuove patch su partite in corso funzionano i bugfix ma non eventuali variazioni di OoB e/o ToE; per vedere questi ultimi è di solito richiesto il restart.
     
  8. hurricane

    hurricane Banned

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  9. blizzard

    blizzard Moderator Staff Member

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  10. qwetry

    qwetry

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    Si ufficiale.1.08.08
     
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  11. Invernomuto

    Invernomuto -

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    Ma ora è Morvael che sviluppa WITE? Non c'è più Pavel (Helpless)?

    Inviato dal mio Sony Xperia Z5 con Tapatalk
     
  12. Amadeus

    Amadeus

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    Da quel che ho capito, Pavel è impegnato a tempo pieno con il lavoro di WitW e sui futuri titoli. Morvael, a titolo gratuito, si occupa di introdurre ancora qualche piccola miglioria nel motore legacy di WItE per tenere vivo il titolo in attesa di WitE 2.0.
     
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  13. blizzard

    blizzard Moderator Staff Member

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    Da quello che ho capito Pavel sta lavorando su WITE2. E' intervenuto non molto tempo fa sull'omonimo thread sul forum Matrix per dire che é impegnato a tempo pieno.
     
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  14. Sven_ilVecchio

    Sven_ilVecchio

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    Uscita oggi la patch ufficiale 1.08.07
    ftp://ftp.matrixgames.com/pub/WarInTheEast/GG-WarInTheEast-Update-v10807.zip
     
  15. blizzard

    blizzard Moderator Staff Member

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  16. qwetry

    qwetry

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    Si tratta di, per quanto numerose, piccole correzioni o c'è qualcosa che cambia sostanzialmente il gioco rispetto alla precedente versione? Mi riferisco in particolare ai suoi difetti noti
     
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  17. blizzard

    blizzard Moderator Staff Member

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    Cosa intendi per difetti noti?
    Se intendi l'estrema semplificazione del modello aereo, questo sarà oggetto di WITE2 e non é stato toccato.

    Il modello di combattimento é stato invece modificato parecchio, sia per quanto riguarda il calcolo delle vittime sia per la gestione delle sacche, sia per i combattimenti nelle città. Quanto siano efficaci queste modifiche é impossibile dirlo senza prima fare un po' di turni :)
    PS poi ci sono molte altre modifiche interessanti, come quelle relative alla produzione o al bilanciamento della partita ma sicuramente non stai pensando a quelle.
     
    Last edited: Feb 11, 2016
  18. qwetry

    qwetry

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    tutti quelli emersi qui http://www.netwargamingitalia.net/forum/threads/guida-promozionale-a-wite-o-witw.28292/ :D

    calcolo delle vittime? hanno quindi provato a risolvere il problema del numero troppo basso di perdite nei combattimenti?
     
  19. blizzard

    blizzard Moderator Staff Member

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    Qui c'è la semplice spiegazione del cambiamento della 1.08.05 sull'algoritmo di combattimento: :D

    35. Reworked the fire penalty for large attacking forces, introduced in 1.04.28. It is no longer based on abstract stack points tied to unit's nominal size, but to the number of men in the attacking and defending forces. It is also applied evenly to all elements, instead of being partially random, and affecting elements firing at shorter ranges. When the ratio of attacking to defending men exceeds 3:1, the penalty will be applied. However, the ratio is affected by the strength of enemy fortifications and terrain. So it's possible to attack strong positions with more troops than enemy than in the open, and not suffer from the penalty. The actual formula is ROUNDDOWN(SQRT(MIN(1,mend*(fl+2)/mena)),2) where mend is the number of defending men, fl is fort level (including terrain bonus, equal to 1 in clear terrain with no fortifications), and mena is the number of attacking men. The resulting multiplier is never larger than 1, and is applied to the number of attacker's firing elements. On the other hand, when fort level will exceed 1 and the attackers will outnumber defenders, defending forces will be able to fire more times. The actual formula is ROUNDDOWN(MAX(1,SQRT(MIN(fl-1,mena/menb))),2). The resulting multiplier is never less than 1, and is applied to the number of defender's firing elements. These two multipliers work together to represent a few things. First, the diminishing returns when using overwhelming forces to accomplish an objective that could be achieved by using much less forces. Second, the bloodier nature of combat in defensible terrain and/or fortifications. Third, the higher effectiveness of smaller forces that are of better quality, which will be able to deal more damage when defending, and retain most (or all) of their strength when attacking. On the other hand (comparing to older rules) these multipliers will allow to attack with hordes of poor quality troops, and they will be able to deal some significant damage too, albeit suffering increased losses. Ammo restrictions apply as before, so elements won't be able to fire if they exhaust unit's ammo. However, usually only a fraction of elements gets to fire due to other multipliers that are applied, thus there are natural limits to how many elements will fire, even if the defender's multiplier will be large. In a sample battle where 109641 men attacked 22870 in clear terrain with level 5 fort, attacker's multiplier was 1.0 and defender's multiplier was 2.18. In another battle, where 52213 men attacked 8672 men in level 1.4 fort (level 1 and 40% of next level), attacker's multiplier was 0.85 and defender's multiplier was 1.18. So in the second battle the effectiveness of attacking elements was 85% and of defending elements 118%
     
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  20. blizzard

    blizzard Moderator Staff Member

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    Per completezza metto anche l'ultimo tweak apportato all'algoritmo dalla 1.08.7 :

    Altered change #35 from previous patch, so that stack points are used instead of number of men (with the exception that corps combat units below 20 000 men are treated as divisional sized units), and the formula affecting defender was changed to ROUNDDOWN(MAX(1,SQRT(MIN(fl-1,mena/(3*menb)))),2) to kick in once the attacker will outnumber defender (in stack points) by 3:1, instead of 1:1.
     

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