Patch 3.10.2016

Discussion in 'Announcements' started by Cossack, Oct 3, 2016.

  1. Cossack

    Cossack Administrator Staff Member

    Patch 3.10.2016 (v1.


    1. Map generation process has been changed. Part of generation process was pre-cached. That improves speed of generation and may fix some crashes on game start.
    2. Added sound of officers orders, drummer and bagpiper.
    3. "Space" - hotkey now moves camera to selected units.
    4. Increased volume for peasant selection.
    5. RazerIngameEngine.exe process added as a process that may lead to low performance and game random crashes.

    Multiplayer and Internet shell

    1. Fixed critical bug, when player on client side, was able to place several buildings on one place at once. Which lead to game synchronization error, usually at game start. AKA GameObject error.
    2. Fixed bug, when room master start game, and some clients didn't start map generation and stay in multiplayer room. Led to wrong start of the game.
    3. Fixed bugs that led to game start fails, and when all players are loaded, but game stay on "waiting for player" state.
    4. Fixed issue, when 8+ players was able to join room before game start. Led to wrong start of the game.
    5. Possibility to join internet shell using editor.exe is blocked. Some users made game broken.
    6. Creating new profile using in-game tools, now save internet login and cd-key to new profile.
    7. We started process of separating players to different servers, based on player’s language. Player can choose any server as before, but as default, we propose server based on your language. This should brig better experience. We will make US server soon.
    8. Possibility of entering an invalid email during registration is fixed.
    9. Added # mark for private/password protected rooms in internet shell. It will be changed to proper image soon.
    10. Annoying interface click sound in internet shell is removed.
    11. You can scroll internet shell faster with "Ctrl" key pressed.(using mouse-scroll).
    12. Session counter in internet shell now works properly.
  2. Commodore

    Commodore Active Member

    good work devs, particularly the space key! Big maps next please !
  3. Fimti

    Fimti New Member

    Awesome! :)

    but the drummer/bagpiper sound doesn't loop while the troops are marching! It only plays the moment you order your troops to move and then stops playing :(
    breaks my heart.
    Stahlos likes this.
  4. emulert

    emulert Member

    what about pikeman and 17c musketers balancing? :(
    arpe likes this.
  5. Anatotitan

    Anatotitan Active Member

    Good job on the patch, but I found an issue: the space hotkey does not work as in C1 when you select multiple buildings. If you have multiple buildings selected and press space, the camera will move to the point that is right in the middle of them. If the two buildings are at the two opposite sides of the map, pressing space will get you to the middle of the map! That defeats the entire purpose of having the space hotkey for finding your idle mines! It used to work like that: you select the idle mines with the Ctrl+M hotkey and switch between them by pressing space multiple times. (If you press space in C1 with multiple units selected, the screen would first go to one of those units. If you then pressed space again, it would go to the next unit, and then to the next, and so forth.) That way you could use the space bar to quickly locate all your idle mines without having to look for them on the mini map.

    It is great that the space hotkey is back, but it does need fixing.
  6. Stahlos

    Stahlos Member

    but the drummer/bagpiper sound doesn't loop while the troops are marching! It only plays the moment you order your troops to move and then stops playing :(
    breaks my heart.

    SAME for me :<
  7. Nowy

    Nowy Well-Known Member

    Next improvements would be welcome as fallows:

    1. Improve nation balance, add them better charactristic elements.
    2. Change building order, make it more sensible, one windmill with small crop plant can not feed few town halls.
    3. Change units stats, make it more reliable, more units types should take part in real game play.
    4. Improve combats, make it more sensible, less chaotic, better organized and well scaled formations.
    5. Improve combat effects, units can not fight in one big, crowded blob, some new sounds are necessary.
    6. Add more ships of the line, merchant ship, new transport sail vessel, allow create ships squads.
    7. Add few garrisoned fortifications instead insane long stone walls, individual towers, palings.
    8. Add sappers with explosive kegs instead insane fire arrows and grenadiers hand grenades.
    9. Add General Commanders, Admirals, Adjutants, they could represent higher level organization.
    10. Some more innovations in economy development e.g. more crops, livestock animals, etc.

    These improvements could help better sell C3 game.
  8. Anatotitan

    Anatotitan Active Member

    I think the mods have seen your requests by now as you post this very thing in basically every other thread. However the thread for the patchnotes of today's patch isn't really the place to discuss this.
  9. Nowy

    Nowy Well-Known Member

    I do not want to discuss these mentioned points, that was my simply wish for GSC patches.
    I dont believe that mods could be right solution in this case.
    emulert likes this.
  10. [KGR]-^K[o]K^-

    [KGR]-^K[o]K^- Moderator Staff Member

    Hello, please FIX this, thank you very much!

    1. At first if you put somewhere the point from building, where units should go (gather)
    and then if you produce units and they leave the building they do not attack and only walk if there is enemy.

    They should attack automatically.

    2. If you hold "shift" you can't move on the screen with arrows.

    You should be ablo to move on the screen with arrows although you hold "shift".

    3. If you move on the screen with arrows and press shift and then you hold nothing, the screen still move.

    After you hold nothing the screen should not move.



    Multiplayer/ Create room - Game name: DEF, Million, PT 10 min
    Multiplayer/ Create room - Game name/ Settings and Additional Options

    Map Shape: Single Continent
    Terrain Type: Plain
    Starting Resources: Millions
    Minerlas: Poor

    Additional Options:
    Start Options: Default
    Ballons Options: Ballons
    Cannons: No Cannons, Tower and Walls
    Peace time: 10 min
    18th Century Options: Immediately
    Capture: No Capturing Peasant

    After start Cossacks 3 or after multiplayer game I must everything reselect.
    Last edited: Oct 3, 2016
    mvlabat likes this.
  11. Furious Peasant

    Furious Peasant Active Member

    What about the workshop integration and the plugins for the 3d files? When do we get the editor manual and tutorials?
  12. [KOR]King

    [KOR]King New Member

    When can we expect ranked please?
    arpe likes this.
  13. Ftoomsh

    Ftoomsh Well-Known Member

    These fixes will be great. The game will be improved markedly. :)

    A key problem to fix now is this:

    Large, multiplayer games and indeed any game which gets to large unit numbers have had the phenomenon of lagging, invisible soldiers. If you have experienced it, you will know what I mean. The proximal (near) cause is internet lag (latency) and/or some PCs in the game being a lot slower than others (I believe). The fundamental cause is that the game is not handling handshaking properly (I believe).

    Here is a definition of handshaking or flow control from a hardware point of view.

    "Flow control (= handshaking = pacing) is to prevent too fast of a flow of bytes from overrunning a terminal, computer, modem or other device. Overrunning is when a device can't process what it is receiving quickly enough and thus loses bytes and/or makes other serious errors. What flow control does is to halt the flow of bytes until the terminal (for example) is ready for some more bytes. Flow control sends its signal to halt the flow in a direction opposite to the flow of bytes it wants to stop. Flow control must both be set at the terminal and at the computer."

    Now, in the case of the game, it's an in-game software issue. The game is not internally pacing the game correctly in that it is not handshaking or pacing the game synchronously for all players. The players with faster PCs and/or player pairs with less internet lag than other pairs (or something like that) are getting out of synch with others. Without being an expert in such matters, I believe this is what is happening.

    This is a concern. It is an old problem I saw in some games in the 1990s. I haven't seen it games made after about 2001. Even C1 BTW did not exhibit this. I hope there is an easy fix and I hope it can be implemented soon. No doubt it will mean tying the speed of the game and all in-game moving units to the slowest PC and/or internet.

    Maybe some people are using PCs that are just not fast enough for this game but that is an issue the developers cannot control of course.
  14. Daddio

    Daddio Moderator Staff Member

    I think this is a a issue with the server interface, rather then the game.

    I can recreate the number of units in single player with no ill effects. Only in MP do I have this problem.
  15. [KGR]Mustang

    [KGR]Mustang Member

    In singeplayer I have the same lag problems like in multiplayer games. I don't know if there are also problems caused by internet lag, but I am sure that one main reason for the lag is the game itself.
  16. Ftoomsh

    Ftoomsh Well-Known Member

    I think some players do not have PCs (personal computers) fast enough and powerful enough for this game. Given the time it takes some players to load the map and start the game, I don't think their PCs meet the minimum specifications. In a game with Daddio and 4 others (a 3v3 game with a big peace time) the game worked well despite big numbers of units. Some big battles slowed things a little bit, that's all. So I think with all good PCs in the game, the game can work very well. I believe I also notice that slow map loading (which = slow PC usually) leads to more buggy games. If a PC in the game is slow the game might be more likely to be buggy. This last idea is just a guess though.
  17. Commodore

    Commodore Active Member

    In BTW the interface was clearer so you could tell if someone was lagging- their icon would start to flash on and off. And in the shell you could see the pings, so you did not engage someone with a ping over 250 say. But the speed of the players PC is harder to guage. In BTW i had some fantastic fast games with some friends with good pc like me, even millions 2x map 60pt games, where you could get 10k + units each, fishing boats and hundreds of ships all over the place with very little loss of speed. Other games would crawl along when someone was using a dodgy old computer from 1985. So what is needed in the MP shell is a column for internet connection speed, and a column for PC power. Hope that could be implemented some day.:rolleyes:
  18. Ftoomsh

    Ftoomsh Well-Known Member

    Thank you, those were interesting and enlightening comments. I agree that columns showing internet connection speed and PC power would be useful. The C1 shell showed packet loss data. That could be handy too.

    Mind you, I think when people's computers and connections can drive a normal speed game then that is good enough. Some players seem to want to run the game very fast and then complain that connections and PCs can't keep up. That is a little unreasonable in my opinion.

    If people have the money they can always buy a good computer but, depending on where you live, money can't always buy you a good connection. I have played at least one internet RTS game where the game was locked to 500 ms delay for all players. This meant any ping at or under 500 ms was good enough for the game. This still equates to 120 APM (actions per minute or commands) which is plenty for Cossacks. Most ordinary players cannot micro commands at that rate. I think locking the game to a minimum of 500 ms might be handy. Perhaps it could be available as an option to command lock the game to 500 ms (1/2 a second) response. People who get better, like 100 ms, could leave it unlocked. Just remember, some of us live in the southern hemisphere, like Australia, and our submarine data cables run a long way to get to USA and Europe. :eek:
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