First Making History II 1.28 Pre-Release Posted!
We've posted the first 1.28 pre-release and the focus has been on AI and game balance. Give it a try and let us know what you think - full release notes here.
We've posted the first 1.28 pre-release and the focus has been on AI and game balance. Give it a try and let us know what you think - full release notes here.
Newburyport, MA-- March 29, 2012--Developer Muzzy Lane Software is excited to announce the next game in its Making History series: "Making History: The Great War". A turn based strategy game of global war set in the volatile period of the early 20th century, The Great War places you in the role of national leader with the power to choose your own path and alter the course of history. It is primarily a game about conquest, but with a twist - skillful governing of your conquests will be required to achieve victory. Can you conquer and hold a global empire?
NEWBURYPORT, Mass. - March 21, 2012 - Muzzy Lane Software is proud to announce that its grand strategy game Making History II: The War of the World has been reduced in price to $19.99 and now includes a full-featured Game Editor to let players create and play their own scenarios of global conquest. MHII is available in English, German, and French on the PC and on Mac OSX.
Game Industry news has announced their nominees for Game of the year in multiple categories. "Making History II" has been included as a nominee in the Strategy Game Genre. Voting now begins to determine the winners in each category, and the overall game of the year.
"... Making History II will eagerly stoke your slow-burning fires into world-consuming flames of conquest. Or peaceful Hegemony, if you wish." Adrenaline Vault gives Making History II 4/5 and a "Buy It" recommendation!
"Whether you are a history nut or just love the challenge of strategy games, this game will challenge you." - Game Industry News gives Making History II 4.5/5 and recommends it for Strategy Game of the Year!
Muzzy Lane announced today that its grand strategy game Making History II: The War of the World is now available for Mac OSX. Making History II: The War of the World is priced at $29.99 and will be available in English, German and French. The PC version received a huge update to bring both versions up to date.
Muzzy Lane has announced that their acclaimed strategy game Making History II has come to the Mac.
Great piece from boston.com about the growing trend of games transforming education. Muzzy Lane and Making History get a mention!
Newburyport, MA August 31, 2011. Muzzy Lane Software is pleased to report that two of the top three awards in the Education Category at the Serious Games Conference in Redmond, Washington were presented to games that it has co-developed. Practice Marketing, developed with educational publisher McGraw-Hill, won the Silver medal; and MIDDWorld Online, developed with Middlebury Interactive Languages, took the Bronze medal.
Massachusetts State Representative Vincent Pedone of Worcester recently visited the Muzzy Lane offices to learn more about our company’s serious games projects and how they can have a positive impact on the state’s game industry.
How do you update the game on steam?
This version is absoluty better than before. But still there are some problems.. AI does not use its super stacks or stacks usefull. AI usualyy attack with small army groups and usually superstacks are waiting. And maybe this problem is continuing: http://making-history.com/forum/thread/450556/1
Nice update!! Can't wait to fully test it.
Finally , some Al improvements!
Opt into the "Edge" beta branch. p/w = Edge
Where do you find that on Steam? Not seeing it.
Open up steam, look at the top of the program and click on "Steam"
Then "Settings"
On the Settings menu click on the "Account" tab
Under "Beta Participation:" click "Change"
You should be able to see it on the drop-down menu. But I don't have MHII on Steam though, so this is as far as my help goes unfortunately XD
I found it, right click Making History 2 & select "properties"
On the properties menu select "betas"
Then select the beta you would like to opt into on the drop-down menu.
Which is "edge-bleeding edge branch"
Then this comes up.
"This beta is a private beta, requiring a password"
I put my steam password in & press check password but it says password check failed.
I've tried every password I can think of (I've even changed my steam password) & still no luck, has anyone have any ideas?
Password is - Edge
Thanks mgingerich, I didn't see your post (blush)
Superstack problems were almost solved in 1.27.
Is the problem in 1.28 worse than 1.27?
No not worse. but sometimes AI does not use its big army while figthing. It attack only with small groups.
Thank you. It worded.
Well, I seen some small improvements. The AI had a huge army on my front (I was Germany vs Russia) and I though I was going to have the same problem but I was dead wrong. They attacked my weakest spots and broke threw my lines cause havoc. Still the stack problem but it's getting a little better with updates.
Good news Delgado !
I like challanges...
Hopefully by the time they have TGW released the AI is fixed pretty well.
I realise some problem. I don't know thats a real problem or not, but my armies consume a lots of arms at idle. I have 21 regular units, 3 armored and 4 artillery units, and at idle it consumed 40/turn. I can't keep this consumption... I think a long ago it was not so.
This was one of the changes in the 1.28 pre-release. In MHI units consumed a lower amount of arms when idle and higher when active, the amounts varying by unit. This went away in MHII which we felt hurt the game, so we've brought it back. It's also a more reasonable model - there is a material cost to maintaining a large army, which is one the things that helps balance out how big of a military a nation can support.
What Dave said = less Russian Hordes O__O
The army consumption is really high, almost unattainable, and oil too. Could you trottle it a little back?
Besides that I see almost no offer on the market (1933) for iron and oil while coal is there.
AI is also evidently better. My compliments.
In addition, given the high army consumption, it's very difficult to keep divisions armed while in enemy territories fighting.
I mean, if they invade the enemy territory strting from home country and they get involved in a lenghty fight, they get quickly starved to 0 army and so they cannot win the fight.
To be corrected...
I'll agree that it needs to come down a little but not far. During peace time a army doesn't consume much but during a war I would expect so. So this can go either way.
http://postimage.org/image/dh3101xqh/ cant update on steam
We will continue to tweak the balance of arms demand and the overall economic balance. This is why having you guys test pre-releases is so valuable!
I think challange is good. :)
I hate to be mean, but I rather have no arms consumption when not in combat as I think it rather adds frustration than challenge, which is one of the things I hate about MHI.
I have to counter that statement DrDisco. I think it is a challenge because when in peace time, it is common for armies to practice and drill their soldiers such as shooting rifles, cannons, and tanks for this instance. I just don't think it should be a lot though.
I don't think it has been released on steam yet.
Then, can there at least be an option to have idle, non combat arms consumption? I understand what you are saying Delgado, but I think that if you were to play as a smaller, non major nation like Argentina or a nation that lack munitions plants, this concept can make your playthrough more tedious.
Yes, but even so you would still have supply consumption. You have to take in the fact that (even though this is not present in game but instead requires logical sense) your army is bound to train no matter what. Either that or your Generals would just Coup you because you are not allowing the army to do anything. When you actually go to war, your soldiers would be so unprepared it would be a massacre. It's the little things that make this logic of having supply consumption important as it adds some sense of maintaing your economy and forces the player to upgrade his industrial capabilities.
I absolutly agree.
The army consumption rate in peace time is one or two orders of magnitude less that that of a full scale war.
In a game representation you can consider peacetime at 0.
BTW, also petroleum consumption is high and I don't know while since all my armies are idle.
Well I updated the game and played as Japan in TGQ, and I can honestly say, the idle arms and oil consumption just made it worse. Granted Japan has little resouces at the start, but seriously, I shouldn't have to wrestle with maintaining arms and oil supply while increasing my industries and food.
Invade other nations for their national resources.
Bingo!!!
Ah well, I'll just go back to 1.27. Muzzylane, please make the arms and oil consumption thing less tedious or just remove it altogether in the next pre-release update.
But a nation can't emerge or to continue the war without oil, arms, metal, foods etc... This national sources has a key role for nations and they are so valunuable. Countries can figth eachother to control oil and metal resources. This is resonable. I think the game became more realistic with 1.28 pre update.
Technical notes: the 1.27 installer is bundled with old C++2008 and DirectX versions. Please update at least the C++2008 package to the most recent C++2008 version as the old version has been updated numerous time to fix security issues. It could not harm to use the June 2010 DX redist package although it might not be required by the game. Introducing steady Arm and oil cost is good but idle usage should be low/very low. Maybe use a different Arm usage for peacetime and wartime - increased combat training in wartime so idle arm usage should be higher.
And it would really be nice if we could get an option to upgrade factories in cities at the cost of slightly reduced production during upgrade and upgradel cost (time, old fac + upgrade) slightly higher than just a new-built factory. the same for infrastructure and defensive installations in a province.
Well, IF the arm and oil cost thing is going to be staying, then can they be at least less tedious than MHI?
At first I hated the new update but now I think it has to be one of the best to date. It makes the game more realistic & I've not seen many superstacks so far. The only ones I've seen is the normal one you get in Sussex which is always huge. It just sits there all game doing nothing this has to be fixed somehow & there's another big one in the Potomac.
I've played as Japan & found a couple of things I found annoying. The consumption rate of arms for submarines is to high it world be better if it was the same as other naval units. The other thing is the land attack of aircraft it is to low & could be a little higher.
The biggest problem I've noticed is the AI can't handle it's oil & arms supply. In my game Estonia ran riot in Russia with a few mounted infantry because every army Russia had had one early tank in it & every army had no oil or arms so couldn't catch them.
I've looked at all the main Nations & they all have no oil even though there's plenty on the market. It's the same with arms they have plenty of munition plants but don't produce any. Apart from that good update.
The game. TGQ - level 10 - turn 424
MH I and MH II have different desingns for IPU upgrades. In MH I yo have the 1 IPU upgrade every few turns with low recurce needing But in MH II you need lots of Recurces for building even the smalest Factories and building Weapons in the same time is for Japan / Italy as Mayor Powers not really possible. The Player can handle it but not the AI and without propper tools for Fleet Management its Micro Hell to play Nations with Huge Fleets. The easiest way to fix it is to take the Standing costs away. The Unit costs ( for Produktion or Money ) can be enhanced to compensate.
BTW is it really Realistic when a Unit every 5 Weeks got all their Weapons replaced ? I mean a normal Infantery needs 5 Weapons to be Build and needs 1 Weapon every turn because 1/5 of the weapons are thrown away. What a wastfull Army.
What specific reasons do you find make large fleets difficult to maintain?
Also, the world market is usually full of resources for industrial improvement, etc. In my opinion the standing costs should be minimal of nothing. In reality, when training, an army or fleet would not use vast amounts of resources, as if it were at war. However, food would definitely be needed, so units should require food.
As for the AI, perhaps nations could be programed to maintain a certain oil and arms surplus, which could then supply their units.
I've been fighting a battle 2 militia vs 2 infantry II for about 50 turns and we are idle.
Whatever is taken by the fight is earned back.
Now I have 7 Inf II vs 2 militia and I'm slowly wearing them.
Something is broken. It could be the army supply is very low and consumption very high.
No coal or iron or petroleum really available so I just have to click through turns.
No fun...
As it is now you have to let your Fleets stay in Ports because they run pretty fast out of Ammo / Oil especially Subs and when you forget a Fleet somewhere it runs out and can only swimm with Snail Speed back in a Port. Mostly Pray for Enemies. In RL the Admiral / Captain would bring the Fleet back home befor they run out of Oil / Weapons. So the Game needs such Options like a marker for several grades. Return Home / Nearest Friendly Port with 50% / 30% and so on.
Ok Patrolling can be done through Planes / Zeplines but i liked a Submarine Wall and it is now Impossible or with manually cheking if they already run out of anything.
BTW in My game i had max Prices for min 2 Years on Weapons / Metall. In the 3 Year Metal got affordabel but never Weapons. All Nations had serius problems with Oil / Weapons even in War Time.
Hahahaha, your men are are Russian cowards haha just kidding.
Wow, updated and royally screwed myself you wanna know what happens when a nation with an army based on tanks, jet bombers, and a large navy gets hit with obscene amounts of idle consumption? Their previous meticulous management of resources (Which enabled them to build up) becomes meaningless and they collapse faster than you can even imagine.
It needs tweaked and reduced, you may as well just remove vehicles, naval units, and air units all together as they're slowly becoming more and more useless (Which is terrible considering the lack of air units in game).
I think it must be change. Tomorrow i played with US, and at 1943-1944 Germany only fight at Brussel (during 50-60 turn) and some places at Poland, because they don't have enough arms. I watch them armies, and it wasn't any, what have more than 1-2% of arms or fuel...
Dave, Mike, we are waiting for a quick fix to trottle back consumptions so we can restart having fun :-)
I'd rather have a fix for the Sussex superstack.
This patch is just plain awful -.-
Literally every nation's army is collapsing due to lack of arms.
I'm rolling back to 1.27 until the idle consumption is drastically reduced or removed entirely.
Bit harsh don't you think?
Like I said, I enjoy this patch because I can no longer steam roll half the damn world in less then 200 turns. Good taste but I can agree that it does need some toneing down to do.
It took a long running and enjoyable save game and ruined it so of course I'm going to be harsh. How you're not steam rolling the NPCs is interesting though as most of the countries remaining in my game have literally ceased function, with ships crawling back to port, armies at no supply, and effectively no ability to continue on.
Yes, but watch, how to jell the arms of the AI. At the second turn they dont have any supply, and all of their armies have 1 or 2% of arms... except that the oil.
REBALANCING FIX URGENTLY NEEDED...
Please get back ASAP.
Appreciate the feedback, and we are continuing to refine the features and balance of the game. But I would remind everyone that these are pre-releases. The goal is testing, especially in situations that won't necessarily be encountered in our testing.
I understand and I apologize that my tone has been a little angry I just didn't anticipate this patch going poorly (Every previous patch has been relatively great for me) and so I stopped backing up my save games a long time ago and it costed me my favorite Romania play through in all my time playing.
We agree and do know.
What everyone here is saying is that the new resources path is interesting but a quick rebalance is needed. The other option is that everyone switches back to the 1.27 and you get no beta user.
Apologies for the caps but we didn't see anyone from ML for days despite of massive crying.
I can't steam role anyone because I have no fuel haha. Nonetheless Dave told us there redefining it so hopefully its fixed shortly.
I now feel the pain of Tomwa. I never had logistic problems as the US, Russia, or Germany. But I was playing as Faciest China in a mini mod of mine and I was involved in a war with Communist China and China and for 200 turns I was bogged down in utter stalemate. They couldn't break me and I couldn't brake them. My troops were in 30 turn battles which I have to admit I enjoyed but it was nightmareish when the british joined Regular China. It got so bad that two cities were the only thing keeping me alive with the bare minimal amount of arms they made. TWO CITIES!!! I had to deploy all my regulars to these in order to hold them.
This would be great for TGW but not MH2. WW1 all over again in China.
there's a pretty simple solution for those with a "consumption problem"; xml editing! pretty straightforward for ANYONE, even with little or no exp with it :p used it alot in MH1 to increase max IPU output and other stuff, but seen little need to use it in MH2 as it's been pretty well balanced so far (well, except when twas in beta, ofc)
Is there a scheduled release date for the fleshed out patch?
We're working on some balancing and AI improvements now. Best guess on next pre-release update is next week.
Great, thanks!
MHII Beta version 1.28 needs much more work, but most of the posted complaints seem to reflect merely a failure to adapt to a radically different environment. Unfortunately, the AI is totally unable to deal with the new environment—as observed in a post 13 days ago by JTL--, but the AI’s in prior versions were also weak. For the first time, a new version has made some significant progress in making MHII more realistic. Some really bad stuff has been fixed, and I APPLAUD the effort.
Arms Production. Much higher arms production (a Munitions factory in virtually every city) is now a MUST HAVE. Also, it is important not to develop armed forces faster than a country’s economy can support.
Fuel and Arms Consumption. Some of the consumption adjustments in 1.28 seem a bit overdone. For example, an arms consumption ratio (inactive/active) of 1:2 is unrealistic; I think it should be at least 1:4 or 1:5 (maybe much higher), with “active” meaning actual combat situation.
Food production. Accumulation of absurdly high food surpluses in prior versions have been largely corrected, though occasional regional famines would be a realistic addition.
Re-supply Issues. Given the much higher rate of arms and fuel consumption in 1.28, resupply of offensive units during combat needs some adjustment. I have managed to overcome this problem (which seems especially a problem for armored units) by retreating to a controlled geographic area where re-supply can occur. However, if an adjacent in-supply area is controlled by the offensive power, then such tactics would not be required in a real-world situation.
Combat strength balance. Version 1.28 creates a special problem with regard to Militia units. Because Militia are not treated as requiring arms, while other ground units exhaust their arms supply rather quickly in 1.28, Militia are able to hold out for inordinately long periods. A similar problem exists with regard to ground units whose arms supply reaches 0%; such units are able hold out for a number of turns against ground units with much higher combat strength, even those that still have some supply of arms.
"but most of the posted complaints seem to reflect merely a failure to adapt to a radically different environmen" This is a little bit Harsh because you forget that with the Patch as it is now all the Scenarios cant work out because of Recurces / Industries. They must be adjusted and thats a Huge Undertaking and as most People stated it would be far esier to get rid of standing costs so that the Scenarious could stay as they are without much editing. Thats the biggest Complain here.
BTW explaining the Idle costs as Ammunition losses through Training would mean that your Units would get better over Time or as Spare Parts / Weapons for your Units would mean that your Army is unrealistically wastfull and such things are covered normaly through the Money Costs. I dont really get the need for Idle costs and reasoning behind it.
And btw i know about the Options for Turning off the Supply for your Units but that will only help the Player to make Surprise attacks on AI when they are able to handle it.
I didn’t intend to be “harsh” in my comments, but I did want to make it clear that not everyone found 1.28 so bad. After several days of concentrated play, I have adapted pretty well to the changes in 1.28, and the changes in air power are particularly useful.
In 1.27, bombers could reign supreme; a large bomber flotilla could often wipe out in a single turn substantially stronger ground forces. In fact, it only took a few turns for 100+ Medium Bombers to wipe out ground forces with initial combat strength five or more times that of the bombers. Moreover, massed bombers seem to be more effective in 1.27 if they attack without any supporting ground forces. That made for some fun, but was totally unrealistic.
Admittedly, the AI is currently unable to cope with the changes in 1.28, and by 1943 or so, all countries being played by AI become so weakened by the new fuel, arms and food requirements, that even the so-called “great powers” with substantial armed forces are unable to mount successful offensive actions against much smaller armed forces. Even defeating Militia units is difficult for a country without sufficient economic power. Further changes are clearly needed, especially in how rapidly arms are consumed and how offensive units are re-supplied.
However, I hope that 1.28 can be revised to correct the more egregious problems with fuel and arms, without simply reverting to the approach in 1.27. As I see it, 1.28 puts constraints on the effectiveness of developing vast armed forces unless they are adequately supported by a strong economy. In the actual course of WW II, it was the weakness of Germany’s economy and its inadequate resources (most notably oil) that contributed mightily to her ultimate defeat. Once appropriate corrections are made in 1.28, then the AI can be “improved” to deal with the economic realities imposed by 1.28. I think that would be a great improvement to MHII. Of course, I realize that players frustrated by the stalemate scenario that 1.28 currently entails may not agree.
I have a Funny Question. Did someone try to Fight only with Militia Hordes ? As China it could be really Funny.
Currently I'm not playing. Waiting (too much) for a logical fix.
We are testing the next update and plan to have it out this week.
We get the point my good sir? Ha, just trying to past time till this next update.
I really only started at this pre release, and I must say that the constant demand for arms is actually really great from an economic standpoint. Low leve Troops consume too much and resupply is a pain, but overall the new system is going to be pretty great. As for wasteful armies, I consider arms to be everything an army needs- from tinned food to green paint. How else could America get away with importing Brazilian arms?
Well man, I just want to full welcome you to the MH community. Glad you liked the game so far. As for the arms consumption. I am really happy about that. They just need to tweak it down some.
You are correct that arms are meant to represent all the material needs of your forces (except for their transport needs). The balance is still being worked on and we've fixed some issues for the next update, due this week.
Great news Dave. Thanks
I agree
So when will this update be available for multiplayer? XD
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