Kharkov v1.11

Discussion relating to Kharkov: Disaster on the Donets

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Kharkov v1.11

Postby Gregor Whiley » Thu Feb 26, 2009 12:46 pm

Just a heads up to say that the v1.11 patch is virtually finished and should be available soon. However, due to the fixes needed for the PBEM problems in v1.10, the PBEM games cannot be kept compatible between the two versions.

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Postby Deathtreader » Sun Mar 01, 2009 9:44 am

Thanks!

Any preview as to content?? :)

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Postby Abwehr » Fri Mar 20, 2009 4:33 am

Don't know if this is the right place for the suggestion, but would it be possible to include something like an "Evolve upon KIA" function where a unit changes after being destroyed (like becoming a lower quality unit or a smaller unit), as the only option of changing a unit in-game now is evolving on a certain turn, IIRC.
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Postby Roger Keating » Fri Mar 20, 2009 8:49 am

This is what I term the 'evolve upon event' structure. It would require a major rewrite of much of the evolving code to allow this feature to come in. At the moment it is felt that our time can be better spent on other aspects of the game.

The sort of feature that could be envisioned would be the evolve upon capture of objective or evolve upon arrival of forces.

We had a problem with this in the original Kharkov game which we fixed by having a value in the dtabase which would modify the HQ evolve number dependent on the variant being chosen. In v!.11 this is now gone and has been replaced by the suppressed region rule.

The question we often ask ourselves is would this feature in a game be noticed by the players and have a direct influence in the playing of the scenario. The refit feature, for example, is one that we have bought out of the closet and into the full veiw of players. It is now up to the player to decide when and if units will refit and I feel the games are much better with this feature. It is not a lot different to the one that used to be in the game but its exposure makes it a lot clearer and will modify play to gain the benefit of refitting units.

Hope this helps to answer the question although I may have just caused a lot more to be asked...
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Postby Abwehr » Fri Mar 20, 2009 11:24 pm

I had hoped that it could be more easily tied to the evolve structure, as I understand that creating an "evolve upon event" structure would cost you and the team a lot of time.

As an aside, I'm not sure what the sales figures for your games are, but I continue to appreciate the quick responses to the very small vocal minority on these boards. Thank you for your time.
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Postby Strax » Mon Mar 23, 2009 9:45 pm

I thought the patch would be out by now.
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Postby Roger Keating » Wed Mar 25, 2009 8:32 am

Just the normal ones ... I have signed off on it but it has to go through the normal Matrix / SSG checking procedures which are essential before being released. It should be out in the next couple of days.
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Postby Carl Myers » Thu Mar 26, 2009 4:19 am

Use the Update Kharkov program to get the 1.11 patch.
Last edited by Carl Myers on Thu Mar 26, 2009 8:55 am, edited 1 time in total.
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Postby CESteman » Thu Mar 26, 2009 5:56 am

Just downloaded the game and looking for the update :)
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v1.11 Patch is out!!

Postby CESteman » Fri Mar 27, 2009 2:28 am

Downloading right now. Yeah!

Now what happens with the bridge scenario. I think I read it would have to be reworked for the patch? Off to look for the notes.
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Postby Abwehr » Fri Mar 27, 2009 4:52 am

I'm curious as to why not all German pioneer units can get replacements.

Considering that this is one of the few times in the war that the Germans had a lot of units in reserve/as potential replacements (units preparing for Blau) that's kind of odd, especially as other pioneer regiments can get replacements.

I can understand why mountain troops can't get replacements, as they're a very specialistic elite unit, but there should be God knows how many pioneer units pouring into the area to prepare for the summer offensive.

As a final note: thanks for fixing the 577 and 578 regiments, they can hedgehog by default now. Not sure if you did it in this patch or in a previous one and I just didn't notice it, but their inability to hedgehog was one of the first things I noticed back when the game was released.
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Postby jhdeerslayer » Sun Mar 29, 2009 5:46 am

I assume you have to finish any PBEM's before going to 1.11?
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Postby Abwehr » Sun Mar 29, 2009 6:44 am

The game doesn't really accept any kind of changes during a PBEM, so yes.
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Postby Noakesy » Mon Mar 30, 2009 9:44 pm

Has the manual been updated at all to take into account any changes (e.g. HQ suppression, refit and so on)?

Can anyone remind me, is it possible to come out of the game half way through your turn (without revealing all your forces to your PBEM opponent)?

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Postby Abwehr » Tue Mar 31, 2009 6:25 am

Can anyone remind me, is it possible to come out of the game half way through your turn (without revealing all your forces to your PBEM opponent)?


Not entirely sure what you mean here.

If you exit a Secure PBEM scenario, by closing the game for example, the game will simply save your progress on a save you can't touch and will display a "Load PBEM" or the like button. I'm guessing your forces would only potentially be revealed in non-secured games, as secured games require you to finish a turn before you can send it to your opponent.
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