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RE: Patch 01 ... Patch 02 - 8/24/2009 3:06:06 PM   
Joe D.


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quote:

ORIGINAL: ckk

Great!! Now if I could get a shipping notice on my physical copy....


Try your tracking # on this site from the Matrix on-line store: http://www.tracking.smartlabel.com/

I ordered AE via USPS, but the tracking # Matrix sent didn't link to anything; however, when used w/this site, it revealed the USPS # and my package status.

Note that when the PO says "transferred to" it means "sent to," not delivered.

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Post #: 91
RE: Patch 01 ... Patch 02 - 8/24/2009 3:11:39 PM   
Joe D.


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quote:

ORIGINAL: jwilkerson

As stated previously, the approximate time table for the first two patches is as follows:

Patch 01 will be 30 days after game release ...


I assume Patch 01 will be in the "members" section prior to public release, but will it include the elusive AE tutorial?

I stopped looking for it after I did a search and discovered it was "left in the factory".

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Post #: 92
RE: Patch 01 ... Patch 02 - 8/24/2009 3:12:53 PM   
Erik Rutins

 

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The tutorial is not yet finished, though considerable progress has been made. I think at this point it is a Patch 2 item.

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Post #: 93
RE: Patch 01 ... Patch 02 - 8/24/2009 4:00:39 PM   
ckk

 

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Thanks Physical is here. And the manual is already been read over several times

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Post #: 94
RE: Patch 01 ... Patch 02 - 8/24/2009 7:59:44 PM   
Chad Harrison


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quote:

ORIGINAL: Erik Rutins

The tutorial is not yet finished, though considerable progress has been made. I think at this point it is a Patch 2 item.


Thanks for all the updates on the patch Joe and Erik. You guys are doing a tremendous job!

Are you all ready to release any details on the tutorial yet? I dont mean super specifics, just basic info on where/when it will be located. For instance, will it be the same scenario from vanilla WitP based on the Marianas (obvioulsy changes to OOB's between vanilla and AE and such would be present)? If not, where/when will it cover?

The reason I ask is that the vanilla WitP tutorial was my universal 'sandbox' for anything I wanted to try out. I would come back to it all the time and try different things out to see how it worked ingame. This was because even though it was small, it had it all: carriers, major surface combatants, subs, amphibious landing, heavily defended islands with forts and coastal defenses, tons of land based aircraft and so on. If you wanted to try something out, it was a one stop shop because just about every major aspect of the game was represented in it. Just curious if the AE tutorial will present a similar 'sandbox' atmosphere.

Again, thanks for all the hardwork and updated from the AE team!

Chad

(in reply to Erik Rutins)
Post #: 95
RE: Patch 01 ... Patch 02 - 8/25/2009 2:09:44 AM   
tigercub


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quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: tigercub

Good work! thanks, will there be list of whats in patch 2 when you release patch 1 ?



As mentioned previously, the only item in the plan for patch 02 is the implementation of "borders" - other than that - it will depend on what issues are discovered.




Thanks one last thing,if i mod the game after the first patch will you borders be able to be implemented.

Tiger!



< Message edited by tigercub -- 8/25/2009 2:12:40 AM >


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Post #: 96
RE: Patch 01 ... Patch 02 - 8/25/2009 2:17:32 AM   
Scott_USN

 

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I am chomping at my bit for it :)

I want to play more but sort of waiting to see what gets corrected.

Soon I hope....

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Post #: 97
RE: Patch 01 ... Patch 02 - 8/25/2009 2:24:33 AM   
jwilkerson


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quote:

ORIGINAL: tigercub
Thanks one last thing,if i mod the game after the first patch will you borders be able to be implemented.


Well, borders may be a rather complex implementation - so we can't yet say for sure what will be involved - we have not done the design for it yet - but it is possible that data changes as well as code changes will be involved.




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Post #: 98
RE: Patch 01 ... Patch 02 - 8/25/2009 11:23:39 AM   
Hanzberger


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In PDF form, are you guys gonna include/correct anything with the manuel with an upcoming patch?

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Post #: 99
RE: Patch 01 ... Patch 02 - 8/25/2009 12:24:09 PM   
Joe D.


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quote:

ORIGINAL: jwilkerson

Well, borders may be a rather complex implementation ...


How abt. something less complex like air support on the 'Canal?

I started playing the Guadalcanal scenario the other day: historical first turn, took the Canal, got into a carrier battle w/the IJN and lost a CV; its planes landed on the airstrip at Lunga and managed half a dozen sorties afterwards despite the fact I had zero air support on the base!

So who was refueling and re-arming these planes?

My only experience w/this game comes from UV where Noumea is described in the manual as "a cornicopea of supplies," but in AE, I am often short of both supplies and fuel on this strategic base. And though production is turned-off for this scenario, I can't find the auto-convoy option, or is that disabled as well?

And then there's the issue of not being able to get any Aussies to load onto transports to reinforce PM.

Are the above issues going to be addressed in this or any future patch?

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Post #: 100
RE: Patch 01 ... Patch 02 - 8/25/2009 5:32:43 PM   
fthein

 

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Are there in the new patch only improvements for the japanese ai or for the allied ai as well? I ask therefore because i want to start a new game as japan and if there are only minor improvements to the allied ai i can start just now without waiting for the patch.

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Post #: 101
RE: Patch 01 ... Patch 02 - 8/26/2009 2:04:20 AM   
wpurdom

 

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If you're taking suggestions, at this point the most ahistorical part of the game at present is the Allied control of the CHinese Red Army. As best I can tell from current research after the outbreak of the Pacific War there was more fighting between the Nationalists and the Reds than between the Reds and the Japs before the Soviet intervention.

If it is too complicated to make the Reds act like a separate entity similar to the USSR that doesn't fight unless attacked by the Japs, then a scenario where the Red Army controlled forces and territories are assigned to the Soviets might be an option.

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Post #: 102
RE: Patch 01 ... Patch 02 - 8/26/2009 2:28:29 AM   
Joe D.


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quote:

ORIGINAL: Joe D.

... And then there's the issue of not being able to get any Aussies to load onto transports to reinforce PM.


No longer an issue if you change the troop mode to strategic for transport, or make an amphib TF for troops in combat mode.

I assume the latter is more suited for storming a beach, and the former for reinforcing a base.

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The best fighter-bomber of World War II

(in reply to Joe D.)
Post #: 103
RE: Patch 01 ... Patch 02 - 8/26/2009 4:30:45 AM   
Kull


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quote:

ORIGINAL: wpurdom

If you're taking suggestions, at this point the most ahistorical part of the game at present is the Allied control of the CHinese Red Army. As best I can tell from current research after the outbreak of the Pacific War there was more fighting between the Nationalists and the Reds than between the Reds and the Japs before the Soviet intervention.

If it is too complicated to make the Reds act like a separate entity similar to the USSR that doesn't fight unless attacked by the Japs, then a scenario where the Red Army controlled forces and territories are assigned to the Soviets might be an option.


The Soviets are no different than the Allies - just unactivated (meaning they don't move), Plus there's a hardcoded limit to the number of available factions, so making the Reds one means you have to take another one off the board. And assigning their forces and territory to Soviet control is completely ahistorical (even if possible), plus it would effectively draw the Soviets into the war almost immediately as the Japanese AI wouldn't know not to attack the Reds. Plus the Nationalists weren't a coherent entity anyway, more like a patchwork of non-cooperative feudal kingdoms.

One interesting possibility would be to insert code that damages both Red and Nationalist forces if they ever stack together. That would certainly minimize cooperation, but I'm not sure the AI could handle it.

(in reply to wpurdom)
Post #: 104
RE: Patch 01 ... Patch 02 - 8/26/2009 5:29:04 AM   
kfmiller41


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My main issue (playing Japan of course) is the conversion problem with AK's. That.s really is a killer for me and I hope it is on the fix list.



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Post #: 105
RE: Patch 01 ... Patch 02 - 8/26/2009 1:19:09 PM   
Don Bowen


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quote:

ORIGINAL: miller41

My main issue (playing Japan of course) is the conversion problem with AK's. That.s really is a killer for me and I hope it is on the fix list.




If you mean the problem with temp AP conversion, Yes.

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Post #: 106
RE: Patch 01 ... Patch 02 - 8/26/2009 3:19:33 PM   
John Lansford

 

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quote:

ORIGINAL: Joe D.

quote:

ORIGINAL: Joe D.

... And then there's the issue of not being able to get any Aussies to load onto transports to reinforce PM.


No longer an issue if you change the troop mode to strategic for transport, or make an amphib TF for troops in combat mode.

I assume the latter is more suited for storming a beach, and the former for reinforcing a base.


Are you saying it's possible to load restricted Australian troops for transport to Port Moresby? I've not seen any Aussie LCU's available for either my transport or amphib TF's.

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Post #: 107
RE: Patch 01 ... Patch 02 - 8/26/2009 3:49:09 PM   
Joe D.


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quote:

ORIGINAL: John Lansford

quote:

ORIGINAL: Joe D.

quote:

ORIGINAL: Joe D.

... And then there's the issue of not being able to get any Aussies to load onto transports to reinforce PM.


No longer an issue if you change the troop mode to strategic for transport, or make an amphib TF for troops in combat mode.

I assume the latter is more suited for storming a beach, and the former for reinforcing a base.


Are you saying it's possible to load restricted Australian troops for transport to Port Moresby? I've not seen any Aussie LCU's available for either my transport or amphib TF's.


I'm not sure which Aussie troops are restricted, but I did manage to load a division onto a US transport TF w/support units by changing all the troops mode's to "strategic"; in fact, the TF turned blue -- Aussie color? -- and it's now headed to PM, hopefully in time to stave off an IJA occupation.

There were some transports in Sydney at the start of the scenario, but I had already sent them off w/only supplies as I didn't know this trick at the time, but I'm learning every day.

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The best fighter-bomber of World War II

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Post #: 108
RE: Patch 01 ... Patch 02 - 8/26/2009 5:21:15 PM   
morganbj


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quote:

ORIGINAL: John Lansford


quote:

ORIGINAL: Joe D.

quote:

ORIGINAL: Joe D.

... And then there's the issue of not being able to get any Aussies to load onto transports to reinforce PM.


No longer an issue if you change the troop mode to strategic for transport, or make an amphib TF for troops in combat mode.

I assume the latter is more suited for storming a beach, and the former for reinforcing a base.


Are you saying it's possible to load restricted Australian troops for transport to Port Moresby? I've not seen any Aussie LCU's available for either my transport or amphib TF's.


Attach them to an unrestricted HQ and they can transport. I used 1st Aust. Army or I Aust. Corps, I don't remember which, as the new HQ.

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Post #: 109
RE: Patch 01 ... Patch 02 - 8/26/2009 6:56:25 PM   
Joe D.


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[/quote]
Attach them to an unrestricted HQ and they can transport. I used 1st Aust. Army or I Aust. Corps, I don't remember which, as the new HQ.
[/quote]

I wonder which of the Aussie units are really restricted; you would think there would be an icon next to these units.

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Post #: 110
RE: Patch 01 ... Patch 02 - 8/26/2009 8:12:50 PM   
John Lansford

 

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What was the PP cost to switch their HQ, though?  I try to avoid doing that except in extreme situations to simulate the conditions among the Allies at the time (unless I'm evacuating units like US or Dutch BF's and CD LCU's, that is).

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Post #: 111
RE: Patch 01 ... Patch 02 - 8/26/2009 8:30:37 PM   
lazydawg


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quote:

ORIGINAL: Joe D.

Attach them to an unrestricted HQ and they can transport. I used 1st Aust. Army or I Aust. Corps, I don't remember which, as the new HQ.

I wonder which of the Aussie units are really restricted; you would think there would be an icon next to these units.


Look at the headquarters name on the unit information screen. If the name is yellow, the unit can be changed to a different headquarters. If the name is white, the unit is stuck with that headquarters.

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Post #: 112
RE: Patch 01 ... Patch 02 - 8/26/2009 9:50:54 PM   
witpqs


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quote:

ORIGINAL: ncdawg


quote:

ORIGINAL: Joe D.

Attach them to an unrestricted HQ and they can transport. I used 1st Aust. Army or I Aust. Corps, I don't remember which, as the new HQ.

I wonder which of the Aussie units are really restricted; you would think there would be an icon next to these units.


Look at the headquarters name on the unit information screen. If the name is yellow, the unit can be changed to a different headquarters. If the name is white, the unit is stuck with that headquarters.


And an HQ with "(R)" at the end of the name is defined as a restricted HQ.

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Post #: 113
RE: Patch 01 ... Patch 02 - 8/26/2009 10:15:18 PM   
pad152

 

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What happened to the AE version of WITPchk?

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Post #: 114
RE: Patch 01 ... Patch 02 - 8/26/2009 10:47:17 PM   
Joe D.


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All very helpful.
Thanks.

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Post #: 115
RE: Patch 01 ... Patch 02 - 9/3/2009 3:16:59 AM   
jwilkerson


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Update on our schedule ...


Given team member schedules and holidays etc. I do not except patch 01 to be available until next week. So net/net mostly scheduling issues rather than actual work load has resulted in about 1.5 weeks of delay - but we have the patch "done" we are just doing some final testing. The game will of course never be "perfect" but we think patch 01 will be better across the board. Most especially the "tweaks" to surface combat seem to "smooth out the edges".

Work on patch 02 will begin straight away - and as has been stated early in this thread, we are aiming for about 90 days after release or about 8-9 weeks from now so roughly end of October for Patch 02.

The only known item on the list for patch 02 remains the implementation of national borders (as opposed to "boarders" ). The teams are discussing other items for patch 02. And as always we will continue to react to forum discoveries and suggestions.



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Post #: 116
RE: Patch 01 ... Patch 02 - 9/3/2009 3:46:24 AM   
tigercub


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Thanks......

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Post #: 117
RE: Patch 01 ... Patch 02 - 9/3/2009 3:59:20 AM   
P.Hausser


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@jwilkerson - will the surface combat tweek work without restarting scenario ?

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Post #: 118
RE: Patch 01 ... Patch 02 - 9/3/2009 4:06:39 AM   
jwilkerson


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Sure.

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Post #: 119
RE: Patch 01 ... Patch 02 - 9/3/2009 4:16:55 AM   
P.Hausser


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quote:

ORIGINAL: jwilkerson

Sure.



THANKS!

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Post #: 120
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