RELEASE
NOTES
Making
History®: The Calm and the Storm
Patch
2.0.4
1. What's New in Making History 2.0.4
New Features:
-
Unit orders during end turn processing will now happen in a deterministic order: ranged orders, local attacks, and then movement. Movement will happen in order of fastest to slowest units, and ships will always move before transports.
Modding Improvements:
-
Art and sound file overrides can now be stored in the scenario UI directory. This allows a scenario and its art assets to be completely self contained, instead of having to be being installed to separate locations.
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Modders can now add leader images on the choose country screen for all countries.
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All the Actions whose names begin with "ActDev..." can now be used in scripted events.
Performance Improvements:
-
Significantly reduced overall memory usage, and fixed leaks that were causing unnecessary memory growth in long games.
-
Improved AI end turn processing speed.
-
Game will now run on a PC without sound support.
-
Game will now run on a PC without 32 bit color support.
Bug Fixes:
-
Fixed problem with unit divisions occasionally vanishing during a merge, after a save & reload.
-
Fixed AI splitting to no longer create empty units.
-
Fixed population growth problem that was causing negative unskilled MPU's in some regions.
-
Fixed problem with some player decisions not being automatically answered when the turn timer ran out. Modders can take advantage of this feature by including the "strDefaultChoicePlayer" property on each DecisionPointDef and PlayerDecisionDef in their scenario.
-
Fixed a bug where "rand(...)" expressions were being optimized out as constant, if their argument was a constant.
-
Liberation will no longer try to give disputed regions to the liberated country.
-
Fixed a crash that could occur when clicking to bomb a unit that another player or AI is simultaneously trying to merge.
-
Fixed bombing orders so that the air mission path is preserved if a target unit merges, leaves the region, or enters an engagement.
-
Fixed problem that could cause a country not to surrender properly, if it owned zero regions.
-
Fixed alliance corruption problem when both sides of a war tried to ally the same 3rd party, and both treaties were offered before either one was accepted.
UI Changes:
-
Fixed places that were looking up flags and unit decals by country name instead of flag name, resulting in missing artwork.
-
Fixed display of Culture Penalty on Resource Infrastructure panel.
-
Naval units in combat will correctly display "move to port" orders when they have them.
-
Fixed missing alliance names in the list of current wars.
-
Fixed city production panel to include culture and ownership penalties in its production rate estimates.
Content Changes:
-
Fixed flag for Luxembourg.
-
Changed icon for Repair Ship.
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Changed Patrol Order icon.
-
Changed Palau ownership/control from UK to Japan.
-
Move Palau from UK to Japan historic region list.
AI Changes:
-
Fixed problem with defending ships overriding their defensive positioning to make air attacks.
Editor Changes:
-
Fixed many places where empty names would validate correctly, but cause the scenario to be saved in an invalid state.
-
Subdirectories of the scenario directory will be copied correctly when performing a "Save As..."
-
Fixed several popup error dialogs that would appear with blank text.
-
Reopening a scenario in the same editing session will now work.
-
Sea units in port can now have their owner changed.
-
Added an upper bound to scenario duration, to prevent invalid dates from being saved out.
2. Making History 2.0.3 Changes
Content Updates:
-
Fixed populations of UK homeland regions in Conclusion of the War.
-
Fixed zero-population regions across all scenarios.
Bug Fixes:
-
Fixed consumer goods penalties that were higher than intended, once a country fell below its grace level.
-
Fixed countries with playable allies sometimes failing to surrender when their last region was taken.
-
Fixed surrender and graph problems for editor-created countries.
-
Fixed some minor features that were not working properly in reloaded games.
3. Making History 2.0.2 Changes
We've gotten
a lot of great feedback from players and testers, and have worked to incorporate
a number of improvements in this version. The biggest news is that we've
improved the Making History Editor, so you can get to work modding and creating
your own scenarios. An Editor User Guide is also included.
New Features
Include:
-
Detailed financial reports, highlighting
income, spending, and financial information on infrastructure, military,
production and trade.
-
In the World Market, you can post a buy
order for an unavailable good. When the good becomes available, your purchase
will automatically be made.
-
Rally points can be set in any city you
own or control.
-
Resource production can be maximized,
increased (+1), maintained, decreased (-1) or minimized.
-
You can run multiple upgrades at once in
a region.
-
AI nations lose their votes in alliances
if they do not control their historic capitals.
-
Added variability to city and producer
damage from bombing.
-
Modified algorithms for arms, goods, and
food penalties to weigh recent turns more heavily than earlier ones.
AI Improvements:
Many AI tweaks and
improvements have been made, including:
-
Updated for new resource production and
and trade systems.
-
Fix to correctly estimate the output of
conquered cities.
-
Increased likelihood of lesser
allies accepting alliance treaties.
-
Liberated countries now have good relations with their
liberator.
-
Forcing an AI country to change its government type, through
peace or liberation, will cause it to give up its previous territorial
ambitions as well.
UI Changes:
-
Fixed typos in Financial Popouts.
-
Added tooltips to the Region panel
upgrade buttons with detailed cost/benefit information.
-
Fix Spending button in Economic Policy
panel to bring up Financial popout.
-
Add button to EOT panel to bring up World
Market.
-
New pages in the Book list sea regions.
-
Changed the Multiplayer Choose Country
screen to display a player's name in red while they're busy downloading game
data.
-
Fixed region and country population figures to reflect MPU
changes that happen over the course of the game.
Bug Fixes:
This patch includes fixes to many bugs
found by our beta testers, including:
-
Ensured that all playable countries are
principals in imported alliances.
-
Calculated region growth from current
MPUs not initial population.
-
Fixed bug that caused Combat Reports to
not show up in a loaded game. (Occurred when the game was loaded as a different
nation)
-
Fixed bug with loading saved games.
(Load would fail sometimes if multiple scenarios were picked without restarting
the program)
-
Fixed inconsistent rounding of IPU
values.
-
Fixed upside down Netherlands flag.
-
Allow waypoints to be added to rally
point moves.
-
Allow air units that are transporting
across water to be bombed.
-
Fixed bug that caused submarine fogging
to not update if they split away from surface ships, or the surface ships were
destroyed in combat.
-
Fixed bug that could cause projected
supply in supplies popout to go negative.
-
Fixed crash if the game exited during AI
plan operation.
-
Fixed bug that caused capital not to be
set when nations go from 0 cities to 1 city.
-
Fixed bug that sometimes allowed
transports to attack.
-
Don't show airbases for air units that
have a move order.
-
Fixed bug that would sometimes cause
trades to not require payment.
-
Fixed arms and goods trading to run after
city production, so that the current turn's production can be traded.
-
Subs can now join engagements started by your allies.
-
Planes that cannot retreat are now destroyed when a new war
causes their region to be invalid.
-
Fixed problem with arms, goods, and food penalties changing too
rapidly in early turns.
-
Fixed bug where a multiplayer game could hang at the Choose
Country screen, if a client took more than 30 seconds to download game data.
-
Fixed bug with active player decisions not working properly in a
reloaded multiplayer game.
-
Fixed scripted events that transfer territory to ask for player
approval: Italy and France changing sides, Austria being annexed by
Germany.
-
Moving between regions now takes the same time in both directions, and
moving to or from water always takes 1 turn.
-
Fixed regional food output to change
continuously with MPU's, instead of making big adjustments at certain MPU
thresholds.
Content Updates:
-
Added metals as a requirement for
building Transports.
-
Increase base food output slightly to
ease shortages.
-
Switch ownership of Labrador from Canada
to the UK.
-
Switch ownership of Newfoundland from
Canada to the UK.
-
Connected Manitoba and Thunder Bay.
-
Fixed a number of nation and region
culture values.
-
Lowered diplomatic relations between
Commonwealth nations and Persia.
-
Changed Malaysia nation color to be less
like the Netherlands.
-
A number of fixes to national and
regional culture values.
New Editor Features Include:
-
New editable objects
-
Trade Flows
-
Military Access Treaties
-
Unit Templates
-
Research Projects
-
Factory Outputs
-
New editable properties
-
City -> Name
-
City -> Initial Work order
-
City -> Initial Percent Complete
-
City -> Initial State
-
Country -> Culture list
-
Country -> Starting Treasury
-
Country -> Transport stockpile
-
Bug Fixes
-
City tech level now changed to match IPU
count
4. Making History 2.0.1 Changes
2.0.1
Features include:
-
You can play as any nation in
single-player mode.
-
Air squadrons have two movement options:
-
You can Rebase a squadron to a new
location within its flying range in one turn.
-
You can Move a squadron to a location
outside its flying range, but the move will take multiple turns, and crossing
oceans may require transports. The number of turns required will depend on the
unit's range.
-
Deficits matter:
-
Industrial production output will be
penalized for nations that run a financial deficit. This change emphasizes the
economic dimensions of production and trade. To reduce a deficit, you may wish
to switch cities' production to goods which you can then trade for income, and
stockpiles of food or resources are also useful for trading. It is also more
costly to keep a large standing army, as military maintenance costs (in Arms)
is increased.
-
Rally points: You can specify rally
points for cities that are producing land forces, and land forces produced
there will immediately move to the rally point region. When you select a city,
the map will display an arrow to that city's rally point.
-
Aid deals affect diplomatic relations:
Diplomatic relations between nations are improved when they sign aid deals.
-
City upgrade rules have been modified:
-
A city can be upgraded only when the city
is at the top of the previous range.
-
Cities whose output has been reduced by
bombing to a lower tech level are now downgraded to that level.
System Modifications:
-
Combat includes an air combat phase.
-
The algorithm for computing financial
points has been modified.
-
Rules have been modified for picking a
new capital when the current capital falls. The new rules favor larger cities
and cities in home regions.
-
Food production bonuses and penalties
have been restructured.
-
Region upgrade payments are now spread
across the time the upgrade is in progress.
Many AI tweaks
and improvements have been made, including:
-
Rebasing of air forces by AI nations is
more restrained.
-
Improvements to peace treaty evaluations.
-
Nations will also always try to grow IPUs
in owned cities.
UI Changes:
-
Added scores next to names in Alliance
and Ideology map views.
-
Added notification for alliance name
changes.
-
Peace treaty UI has been improved.
-
Improved the placement of sea units and
engagements in the same region.
-
Improved feedback on production
penalties.
Bug Fixes:
This patch includes fixes to many bugs
found by our beta testers, including:
-
Fixed observer and Game Server mode bugs.
-
Fixed bug in calculation of land unit
movement on sea.
-
Fixed bug in alliance notification
(showed a 'left alliance' notification when you had not left alliance).
-
Fixed lockup bug caused when two players
chose the same nation at the same time.
-
Fixed bug with saved games when game was
saved while decision point was pending.
-
Fixed bug that sometimes made it look
like bombed armies disappeared.
-
Fixed bug in chained declarations of war
that would sometimes land a nation in a war it didn't expect.
-
Fix multiplayer bugs in handling players
leaving and rejoining a game.
Content Updates:
-
Arms maintenance costs for all units have
been increased.
-
Research Breakthroughs will now affect
any project, not just the first one in the list.
-
Money values have been updated, including
prices, production and consumption values, and costs for military building,
military maintenance, and research projects.
-
Military unit properties have been
updated, including ship movement speed, unit resistance values, and Transport
build cost.
Scenario Revisions:
-
Set initial stockpiles of all goods and
resources to 0.
-
Improvements to initial diplomatic
relations.
-
No cities are assigned to Research at
game start.
-
In The Limits of Peace, added Decision
point added for Germany and Austria.
-
In World at War, fixed United Kingdom
artillery count.
-
Various other fixes and improvements.
Other:
-
Significantly reduced traffic between
stations in multiplayer games.
-
Revised registry-reading to work in
restricted network environments.
5. The Game Manual
We've
included the Game Manual on the CD. You can find it under the MAKING HISTORY
program group in the start menu. It covers installation and startup, and gives "how-to"
information for many game actions.
6. About Making History:
The Calm & The Storm
MAKING HISTORY drops
you into a rich WWII world where every nation has its own agenda, and where
events can turn on a single alliance. Work with your nation's historic
strengths and weaknesses. Build up your industry, infrastructure, economy,
military. Create alliances. Then reshape your strategy as the world evolves
with each turn.
SCENARIOS
MAKING HISTORY:The Calm & the Storm
includes five game scenarios. Each scenario starts at a different time in the
war and has a unique focus, while including the whole world. In each scenario,
you can choose to play as China, France, Germany, Italy, Japan, United Kingdom,
United States, or the USSR.
The Limits of Peace
Start Date: July 1936. Opens with the building of prewar tensions (starting
with the Spanish Civil War) and continues through the entire war.
The End of Diplomacy
Start Date: September 1939. Starts with the German invasion of Poland and
includes the full war.
Steps to a Global War
Start Date: August 1940. Begins as France has fallen and the Battle of Britain
is at hand.
The World at War
Start Date: December 1941. Starts with the Japanese attack at Pearl Harbor and
continues until the end of the war both in the Pacific and Europe.
Conclusion of the War
Start Date: June 1944. Begins with the Allied invasion of France; focuses on
the push to Berlin in Europe and to Japan in the Pacific, and the competition
among the allies for position and power at war's end.
7.
Installing the game under Windows Vista™
-
MAKING HISTORY does
run under Windows Vista.
-
When installing under
Vista, you will be prompted to confirm that you do wish to install the game.
8. Important Notes
on Use
-
To improve
game performance (speed up processing and movement), you can turn off Shadows
and Smoke, or choose a smaller set of Unit Models. You can also lower the
screen resolution. Those changes can be made in the System Options section--in
the main lobby, click on OPTIONS. Also,
if you're running other programs, closing them will improve performance.
Strategy First Technical
Support
Please consult our Technical Support
Knowledge Base:
http://www.strategyfirst.com/en/support/kb/
For further assistance, you can reach us
at the following:
Technical Support contact form:
http://www.strategyfirst.com/en/support/request/
Phone: (514) 844-2433 Monday to Friday 9:00AM--5:00PM Eastern time
Fax: (514) 844-4337 Attn: support
E-mail: support@strategyfirst.com
If you call, please have the following
information handy for faster service:
(You can find it through the dxdiag utility: start/run/dxdiag.)
-
Computer type and processor speed
-
Amount of RAM (memory)
-
Operating System Used
-
Type of video and sound card
-
Make and model of video card
-
Version of DirectX installed on your
machine
You can also visit our website at
http://www.strategyfirst.com