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Scippio

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Seeing as 2.2 NA was just released, and Johan has expressed his hopes to get 1.2 ARMA out by the end of February, I was wondering if anyone knew if Johan or any of the other mods had announced what fixes they intend to focus 1.2 on.
 

Chaplain

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I would really be surprised to see something before the end of February. Where did Johan (himself) express such a desire? Link please?
 

xtfoster

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Chaplain said:
I would really be surprised to see something before the end of February. Where did Johan (himself) express such a desire? Link please?
HERE
 

Scippio

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Ya he posted his intention yesterday, I believe.
 

unmerged(90249)

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Sir Galahad said:
And the Ghost fleet issue. These are the big three I guess. More is bonus, less is clear disappointment IMO.


the ghost fleet issue can be fixed MANUALLY by the players, me believe, that is simply the .ai files that are not complete. There is no need for hardcoding there , and by so I do hope Johan will wate any minutes to even think about it.

There is several fixes that were issued (I myself posted one here last week).

Key issues being the naval attachements who still work not intented, the mission efficiency bug, the save game that is overcrowed, the memory occupation too important after some hours of playing, modding command that are not working ....
 

unmerged(58571)

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What I really hope for is that the bugfixes with code changes common for all versions of the game (which should be all except the naval brigades and their subsidiary bugs) will also be released for the one available in stores, i.e. Doomsday.
 

unmerged(42723)

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ericB said:
the ghost fleet issue can be fixed MANUALLY by the players, me believe, that is simply the .ai files that are not complete. There is no need for hardcoding there , and by so I do hope Johan will wate any minutes to even think about it.

My experience is that any "fixes" you make manually in the game are just temporary and can lead to more ghost fleets coming back right on the next day. I seriously hope P'dox does work on that problem.

Other than that, I'd like to see something done with the naval brigades so that they don't get stuck in the pool after a save anymore.

Then I have a ton of ideas for additions but I doubt we get them into a patch anyway.

Well, maybe more Alien units....:D
 

Easy-Kill

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How about a war of the worlds scenario with an alien invasion in northern scotland or something.
 

HMS Enterprize

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CSABadass told me in another thread the other day that naval brigades were working properly- yet this thread seems to indicate the opposite- can someone defintively tell me what the hell is going on? Please...
 

unmerged(42723)

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There is certainly the prob that they get stuck in the pool (undeployable) when you save the game without having them attached to a ship.

If they do all work well once attached I'm not sure.
 

vimhawk

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Easy-Kill said:
How about a war of the worlds scenario with an alien invasion in northern scotland or something.

Contrary to what American sources would have you believe, it is well known that alien invaders tend to land near Woking in Surrey. This is why you should avoid giant mysterious cylinders you might find on the Common.
 

unmerged(58571)

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BeBro said:
If they do all work well once attached I'm not sure.
From what I have heard, only the first brigade attached will upgrade properly and brigades on a ship that was bought from another country have no effect.
 

unmerged(42723)

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Not sure about the upgrade, but I can confirm that there's a prob with bought ships. It's esp. annoying with CVs, since the CAGs don't work, and can't be detached, so you have to edit the save.
 

Gormadoc

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i can verify the upgrade bug.

To verify the upgrade you should do the following.

Step 1:Build naval attachement model 1 seperately from ships.

Step 2:add multiple naval attachement to same ship.

Step 3:research naval attachement model 2 for more than one type.

Step 4:set IC for upgrade to 1 IC.

Step 5:Wait until message that first attachement is upgraded.

Step 6:compare stat number on ship, and see how many attachements left you can upgrade. Hint it is 0.

Another way to verify this is
Step1-3 same as above.

Step 4:Set IC so all upgrades are fully founded

Step 5:Wait until you get message that all are upgraded.

Step 6: compare stats on ship and see how many attachements is left for upgrade. Hint it is zero. The funny thing here though is that even that you get the message that all attachements is upgraded its only the first one deployed that are upgraded all the rest of the stats remains as the attachements where model 1.

From a savegame file: This is a battleship where i used last method of upgrading. In game it says 0 attachements need upgrading. all lvl 2 models are researched And i got a upgrade message for all 4 attachements. Some where unknown string though.
Code:
 division = { 
            id = { type = 13016 id = 504 } 
            name = "HMS Royal Sovereign" 
            model = 1 
            type = battleship 
            extra1 = naval_radar_l 
            extra2 = naval_fire_controll_l 
            extra3 = naval_anti_air_l 
            extra4 = naval_torpedoes_l 
            extra5 = none 
            [U][COLOR=Red]brigade_model1 = 4[/COLOR] [/U] 
            brigade_model2 = 0 
            brigade_model3 = 0 
            brigade_model4 = 0 
            brigade_model5 = 0 
            strength = 100.0000 
            organisation = 55.0000 
            morale = 40.0000 
            experience = 5.0000 
            defaultorganisation = 50.0000 
            redep_unit_name = "" 
            maxspeed = 20.0000 
            supplyconsumption = 1.1000 
            fuelconsumption = 1.0000 
            surfacedetectioncapability = 2.0000 
            airdetectioncapability = 3.0000 
            subdetectioncapability = 2.0000 
            visibility = 90.0000 
            seadefence = 14.0000 
            airdefence = 2.0000 
            seaattack = 17.0000 
            subattack = 0.0000 
            convoyattack = 17.0000 
            shorebombardment = 9.0000 
            airattack = 2.0000 
            transportcapability = 0.0000 
            range = 2800.0000 
            distance = 0.3900 
            travelled = 0.0000 
            }
A model 1 BB with all the above model 2 attachements should have following stats.
Code:
surfacedetectioncapability	= 1 + 2 RA = 3
airdetectioncapability	= 1 + 2 AA + 2 RA = 5
subdetectioncapability	= 2
seadefence		= 14
airdefence		= 1 + 2 AA = 3
seaattack		= 16 +2 FC = 18
airattack		= 1 + 2 AA = 3
subattack		= 0
convoyattack		= 16 + 2 TM = 18
shorebombardment	= 8 + 2 FC = 10
distance		= 0.34 + 0.2 RA +0.1FC = 0.64
Compare with the above numbers something is clearly wrong.

I did this in a completely unmodified armageddon 1.1

Edit: Cant remember if building attachements together with ships changes anything but i dont think so.
 
Last edited:

Mr. G

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The move bug.
(that enables you to move before 24h after duty)
 
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