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RE: Flash: War In The Pacific Updated!

 
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RE: Flash: War In The Pacific Updated! - 10/11/2006 9:14:18 PM   
dtravel


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Let me add my thanks in here too.  Despite all my harping and bitching, I do appreciate all the hard work being done to fix problems.  Thank you.

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Any bugs I report are always straight stock games.


(in reply to Kwik E Mart)
Post #: 121
RE: Flash: War In The Pacific Updated! - 10/11/2006 9:32:52 PM   
Nikademus


Posts: 25684
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From: Alien spacecraft
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quote:

ORIGINAL: dtravel

Let me add my thanks in here too.  Despite all my harping and bitching, I do appreciate all the hard work being done to fix problems.  Thank you.


Whoa! come again?

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Post #: 122
RE: Hints on using #48 combined with #67 - 10/11/2006 9:41:31 PM   
SamCole

 

Posts: 116
Joined: 7/1/2006
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This was in answer to why no one commented on item #69 posted by Dan Bowen.

Well, I printed the notes that came with the patch and it only goes up to item #63. That could be a problem with the response to ones higher than 63.

< Message edited by SamCole -- 10/11/2006 9:43:59 PM >

(in reply to Don Bowen)
Post #: 123
RE: Hints on using #48 combined with #67 - 10/11/2006 10:27:50 PM   
Sonny

 

Posts: 2008
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Many many thanks guys for all the hard work.

The thing I like best about all this ->


"We will have some more announcements soon."


We looking at WitP 2 here?

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Quote from Snigbert -

"If you mess with the historical accuracy, you're going to have ahistorical outcomes."

"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
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Post #: 124
RE: Hints on using #48 combined with #67 - 10/11/2006 10:28:41 PM   
Terminus


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Hopefully not...

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Post #: 125
RE: Hints on using #48 combined with #67 - 10/12/2006 1:13:27 AM   
Titanwarrior89


Posts: 3283
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Thanks guys. Still playing this baby strong. Thanks for the continued support.

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(in reply to Terminus)
Post #: 126
RE: Hints on using #48 combined with #67 - 10/12/2006 5:55:18 AM   
ckk

 

Posts: 1268
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From: Pensacola Beach FL
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ok I'll bite why not?

(in reply to Terminus)
Post #: 127
RE: Hints on using #48 combined with #67 - 10/12/2006 1:10:32 PM   
Ron Saueracker


Posts: 12121
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The minelayer adjustment to get them to work in the base hex works fine now. Really cuts down on the manual labour.

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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

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Post #: 128
RE: Hints on using #48 combined with #67 - 10/12/2006 1:39:09 PM   
m10bob


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(deleted, this was meant as a reply to an earlier post)

< Message edited by m10bob -- 10/12/2006 1:41:15 PM >


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Post #: 129
RE: Hints on using #48 combined with #67 - 10/12/2006 5:52:44 PM   
Sonny

 

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quote:

ORIGINAL: Terminus

Hopefully not...


You don't have to buy it!

(Assuming of course there is a WitP 2.)

_____________________________

Quote from Snigbert -

"If you mess with the historical accuracy, you're going to have ahistorical outcomes."

"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "

(in reply to Terminus)
Post #: 130
RE: Hints on using #48 combined with #67 - 10/12/2006 6:23:09 PM   
Grotius


Posts: 5798
Joined: 10/18/2002
From: The Imperial Palace.
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Thanks for this, gents! Looks great. I haven't seen any reports of sync bugs since the patch; keeping my fingers crossed...

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Post #: 131
RE: Hints on using #48 combined with #67 - 10/12/2006 6:26:02 PM   
Ron Saueracker


Posts: 12121
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I can't believe how fast the turn processing goes now, even in late war scenarios. What a fix! Thanks again.

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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Grotius)
Post #: 132
RE: 1.8.0.2 Notes - 10/12/2006 7:15:58 PM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
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Thank you Joe, Don, Michael, Nik and MAtrix for continuing to improve this game. How many other companies would continue to put out free patches for a game that was released 27 months ago?

There's a reason I keep coming back to WITP and you guys are a big part of it (as well as AB and the CHS crowd!).

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fair winds,
Brad

(in reply to fabertong)
Post #: 133
RE: 1.8.0.2 Notes - 10/12/2006 7:20:32 PM   
Grotius


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Ron, I agree, turn processing is zippier now! In fact, what happened to "training ship crews," the phase that always seemed to take me a minute to wade through? The end-of-turn stuff flies by now.

(in reply to bradfordkay)
Post #: 134
RE: 1.8.0.2 Notes - 10/12/2006 7:35:37 PM   
Ron Saueracker


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quote:

ORIGINAL: Grotius

Ron, I agree, turn processing is zippier now! In fact, what happened to "training ship crews," the phase that always seemed to take me a minute to wade through? The end-of-turn stuff flies by now.


Now all I need is an unemployed house martin opponent with no other PBEM games going to take advantage of the faster paced game processing. My only opponent Bill pumps out the turns at an amazing rate but he has 13 PBEMs going and I have 2, both against him. I end up watching the pot boil alot. Might finish a full campaign in a few months against someone with as much free game time as I have at the moment. A dozen or so turns a day is not unrealistic.


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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

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Post #: 135
RE: Hints on using #48 combined with #67 - 10/13/2006 11:03:34 PM   
dpstafford


Posts: 1910
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From: Colbert Nation
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quote:

ORIGINAL: Ron Saueracker
I can't believe how fast the turn processing goes now, even in late war scenarios. What a fix! Thanks again.

Yes, noticeably faster turn processing. BUT! Is it just me, or has anyone else noticed that loading files, both turn and replay is now taking 2 or 3 times as long??

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Post #: 136
RE: Hints on using #48 combined with #67 - 10/13/2006 11:13:07 PM   
Ron Saueracker


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quote:

ORIGINAL: dpstafford


quote:

ORIGINAL: Ron Saueracker
I can't believe how fast the turn processing goes now, even in late war scenarios. What a fix! Thanks again.

Yes, noticeably faster turn processing. BUT! Is it just me, or has anyone else noticed that loading files, both turn and replay is now taking 2 or 3 times as long??


I've noticed this very thing, and I've also noticed that saving a turn easily takes 2-3 times as long. Bizarre. Six or a half dozen I guess!


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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to dpstafford)
Post #: 137
RE: Hints on using #48 combined with #67 - 10/14/2006 9:42:35 AM   
goodboyladdie


Posts: 3469
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From: Rendlesham, Suffolk
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Many thanks Terminus.

I was only able to get this patch because of you. I'd imagine many others have found the same. Why are UK based players having trouble with the Matrix link timing out? Very frustrating!

(in reply to Przemcio231)
Post #: 138
RE: Hints on using #48 combined with #67 - 10/14/2006 12:44:27 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
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What is taking the time on loading is all the double checking of links to planes/leaders/fragments/etc to help correct any broken links which might end up with a unit/leader going missing.

These are corrective steps taken to ensure that older games can still keep going. And to safeguard against any other unexpected breakages.

quote:

ORIGINAL: dpstafford


quote:

ORIGINAL: Ron Saueracker
I can't believe how fast the turn processing goes now, even in late war scenarios. What a fix! Thanks again.

Yes, noticeably faster turn processing. BUT! Is it just me, or has anyone else noticed that loading files, both turn and replay is now taking 2 or 3 times as long??



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Michael

(in reply to dpstafford)
Post #: 139
RE: Hints on using #48 combined with #67 - 10/14/2006 1:57:23 PM   
Ron Saueracker


Posts: 12121
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quote:

ORIGINAL: michaelm

What is taking the time on loading is all the double checking of links to planes/leaders/fragments/etc to help correct any broken links which might end up with a unit/leader going missing.

These are corrective steps taken to ensure that older games can still keep going. And to safeguard against any other unexpected breakages
.

quote:

ORIGINAL: dpstafford


quote:

ORIGINAL: Ron Saueracker
I can't believe how fast the turn processing goes now, even in late war scenarios. What a fix! Thanks again.

Yes, noticeably faster turn processing. BUT! Is it just me, or has anyone else noticed that loading files, both turn and replay is now taking 2 or 3 times as long??




Well, if this is not a fully justified and readily agreeable reason I don't know what is.


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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to michaelm75au)
Post #: 140
RE: Hints on using #48 combined with #67 - 10/14/2006 1:59:04 PM   
rockmedic109

 

Posts: 2390
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From: Citrus Heights, CA
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Great Job!!!  Mine operations are much easier now.  I love the ops reports also getting unit arrivals/upgrades and the like.  I haven't noticed a major increase in turn speed, but I do have a much faster computer than I originally had.

I haven't noticed any delay in loading, but saving does seem to take longer, but it is well worth it.

(in reply to michaelm75au)
Post #: 141
RE: Hints on using #48 combined with #67 - 10/14/2006 3:44:14 PM   
Sonny

 

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Yep saving takes a bit longer but the rest of it goes quickly. Once the extra Divide Cripple TF phase is out of there it will be nice.

_____________________________

Quote from Snigbert -

"If you mess with the historical accuracy, you're going to have ahistorical outcomes."

"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "

(in reply to rockmedic109)
Post #: 142
RE: Hints on using #48 combined with #67 - 10/14/2006 6:16:15 PM   
Grotius


Posts: 5798
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From: The Imperial Palace.
Status: offline
Saving does take a bit longer, but on the other hand I don't seem to have to wait 10 seconds after saving any more. I used to wait to ensure that I wouldn't crash after saving too quickly. Now, once I see the game-saved message, it seems safe to return to the game immediately. So if the save-crash bug has been fixed, that's another benefit of this new arrangement. For me, the save routine is actually a bit quicker now, heh.

(in reply to Sonny)
Post #: 143
RE: Hints on using #48 combined with #67 - 10/15/2006 1:36:10 AM   
pad152

 

Posts: 2871
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Thanks

I really like the fact that I can now click on the Op Report button and get the info that scrolled off the screen!


(in reply to Grotius)
Post #: 144
Thanks - 10/15/2006 4:28:38 AM   
Captain Cruft


Posts: 3652
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From: England
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Good stuff, and thank you.

Now if I could just find that CD with the darned game on 

(in reply to pad152)
Post #: 145
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