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PLEASE READ: Public Beta Guidelines and Change List

 
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PLEASE READ: Public Beta Guidelines and Change List - 8/26/2009 4:35:05 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Hi everyone,

We are about to upload the v1083c Public Beta to the Members Club for registered owners of AE. This is still a beta, though we've been testing it and feel pretty good about it being ready for release. However, we need your help to make sure we haven't missed anything before this becomes official.

This includes a LOT of fixes, changes and improvements since the original release, addressing just about all of the issue reports we were able to verify as issues. Along with that, with a game this complex, comes a risk of new issues. So your help would definitely be appreciated both in upgrading your existing games and playing on as well as starting new games and trying the new scenarios.

When you post regarding the v1083c Public Beta, please make it clear to us that this is the version you are running. You can do this by including "v1083c" or "Public Beta" in your subject line so that we are clear which version you are using.

Regards,

- Erik

< Message edited by Erik Rutins -- 8/26/2009 4:46:04 PM >


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
Post #: 1
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 4:45:19 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Here's the full change list for the v1083c Public Beta

IMPORTANT - Dual/Quad Core Performance and Command Line Switches:


We’ve found that a number of newer multi-core systems with multi-threaded graphics drivers can be particular about how they want War in the Pacific: Admiral’s Edition to work. We’ve added a number of new command line switches which, in our experience, make it possible for every system to get the best performance out of War in the Pacific: Admiral’s Edition. They are defined below as “Performance Switches” and we recommend that every player give them a try as they can even improve performance on older systems in many cases.

There are also a number of other command line switches that may be useful to players.
To use any of these, Right click to edit the Properties on the “Quick Start” shortcut to the game (located in your Start Menu folder for War in the Pacific: Admiral’s Edition). Do not edit the default desktop link, which points to an “autorun.exe” as that won’t work. You have to use the Quick Start link which points directly to the game executable. You’ll want to add these to the end of the “Target” field to get them to work. For example, when you are done your target field could look like this:

"C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -wd –altFont –cpu2 –multiaudio –dd_sw

Performance Switches
(Please note that the old –dual switch has been removed in favor of the below combination of more configurable switches)
-SingleCpuStart : Starts the game in single CPU mode. Switches to multi CPU mode if available later. We’ve found this to be useful on some multi-core systems, especially AMD processors.
-SingleCpuOrders : Starts the game in single CPU mode and stays in single CPU for the orders phase, switches to multi CPU mode for running the turn, then switches back to single mode for the next orders phase. We’ve found this to be useful on some multi-core systems, especially AMD processors. Use this or –SingleCpuStart, not both.
If either of the above are used with one of the -cpu# switches noted below, it will use the specified CPU, otherwise both of these switches default to the first CPU. If a -cpu# switch and one of these -Single switches are used, the turns will always be processed in multi processor mode.
-cpu# : (cpu1, cpu2, cpu3, cpu4) Switches set the cpu affinity for multi cpu systems. It will do nothing for single cores and will default to using all cores if a core is designated which is not there (for example using -cpu3 on a dual core system). We’ve found this to be very useful on some multi-core systems, especially Intel processors.
If used alone, the -cpu# switches will keep the game running on the CPU specified all the time. If used with the -SingleCpuStart switch, it will only use that core when starting the game. If used with the -SingleCpuOrders switch, it will stay in single CPU mode for starting and the orders phase, but will run in multicore. If one of the SingleCpu switches is used without a -cpu# switch, it will default to cpu 1 when it is in single core.
-multiaudio : Invokes a fix that changes audio timing for multicore machines.
-dd_sw : Handles DirectDraw via Software. We’ve found this can make a huge difference on many systems as far as reducing interface lag and making button clicking in-game more responsive. On a few newer systems this can cause some visual glitches and slow combat animations though, so give it a try and remove it if it’s not ideal on your system.
Performance Examples
For example, on an Intel Dual Core system here, we use the following switches:
-cpu2 –multiaudio –dd_sw
On an AMD multi-core system, we use the following switches:
-SingleCpuOrders –cpu2 –multiaudio
Try these switches in different combinations to see what works best for your system as what works well on one may not be ideal for another. However, we have yet to find a system that didn’t benefit at all from at least one of these switches performance-wise, so test them out!

Other Switches
-colorBlind : Support for color blindness
-deepColor : Enables 32 bit color, intended for Full Screen mode
-altFont : Enables alternate in-game font (Lucida Sans Unicode)
-w : Windowed mode
-wd : Windowed mode, daily autosaves
-ww : Windowed mode, weekly autosaves
-fd : Full screen, daily autosaves
-fw : Full screen, weekly autosaves
-r : Show Roads
-autosave : Daily autosave

Change History:
v1.00.83 - August 25, 2009
• First Official Update

More Performance Improvements for all systems, especially those with multi-core processors. See the “Performance Switches” section above.
• Upgrading an Existing Game
When you load an older save file, the following improvement/changes will automatically be incorporated into your game.
1. Code Changes
2. Device Changes
3. Aircraft Changes
4. TO&E Changes (these will only take effect when a unit gets to its next TO&E upgrade point)
5. Ship Class Changes (these will only take effect when a ship gets to its next upgrade point)
6. Map changes
The following improvements/changes will only be immediately available if you start a new game. Some will be applied as noted above when a unit reaches its next upgrade point.
1. Air Group changes
2. Ship changes
3. Base Data changes
4. Unit Location changes
5. AI Script changes
If you are playing a PBEM game, make sure both players upgrade at the same time or you will see out of sync issues and other possible errors appearing in your game.
• New Scenarios
1. New Scenarios #7, 8 and 9: “Quiet China” variants. These are identical to scenarios #1, 2 and 6, but with a chance to the AI to make China a “dormant” theater. These are intended for players who do not wish to concern themselves with operations in China. By playing these variants, you can effectively ignore China without having any significant effect on the rest of the war.
2. New Scenario #10: “Ironman” variant. This is a scenario intended for play against the Japanese AI. This is for players who want the most challenging experience possible against the AI, but be aware that this adds forces to the Japanese AIs roster that are beyond the historical roster of forces the Japanese had available at the start of the war. Still, for those who want the ultimate challenge, try fighting this “beefed up” Japan. For those who want a tougher AI fight without any ahistorical forces, give Scenario #2 a try.
• Code Changes

1. Interface Improvement: A button has been added to the LCU list screen to allow global operation mode setting.
2. Interface Improvement: Buttons added in the Base list screen to allow global build set for port, airfield, and fort independently.
3. A problem with aircraft side art being drawn on the map has been prevented by ensuring the icon pointer can never get too large and point off into the aircraft art.
4. Cross loading of Motorized support as if it were regular support was preventing some Task Forces from finishing loading. Fixed.
5. Transferring ships under repair in a Shipyard to Readiness was allowing them to be selected for Task Forces immediately, instead of after the specified delay. Fixed.
6. For Japanese Cargo -> Troop Conversions, ship details changed but the changes did not appear when forming Task Forces, when ships are listed in the ship selection screen for Task Force (TF) formation. Fixed.
7. Land units that were aboard ships were being landed without proper supply levels. Also supply was not being transferred during unit merge or prime unit swap. Fixed.
8. The conditions for dash-in/dash-out by Bombardment, Surface Combat, Fast Transport and Mine laying TFs include a check intended for AI forces being used for human controlled forces as well. Fixed.
9. When a TF was in a large region of enemy air superiority it may not have properly found a "safe" location to retreat to, setting and resetting a retreat for each hex moved. The selection of retreat path algorithm has changed to reduce the chances of a TF retreating too far away from its destination.
10. In the Naval Database, some AA weapons were being listed as ASW weapons. Fixed.
11. Naval Support Squads in Command HQs were not being used. Fixed.
12. The transfer of loaded ships between transport and amphibious TFs is now prevented.
13. New Feature: Threat Tolerance. The ability for players to specify differing threat tolerance levels has been added (on the Task Force Routing screen). The new function allows the player to specify a TF’s Tolerance for detected enemy threats that could cause the TF to auto-retreat.
Tolerance has four levels:
a. Normal: No offsets to retreat calculation.
b. Low: Lower threat tolerance = higher chance of retreat from detected threats.
c. High: Higher threat tolerance = lower chance of retreat from detected threats.
d. Absolute: Absolute threat tolerance = TF will never retreat from detected threats.
14. TFs set to FULL speed do not actually go FULL speed. Fixed.
15. TF post-battle retreat logic has been altered. More intelligent one-hex retreat after battle, considering destination and home port distance, and the presence of enemy TFs in possible retreat hexes, has been added.
16. Damaged subs were attacking enemy TFs. Fixed.
17. Mine laying TFs were not mining their home ports. Fixed.
18. The “Transfer to base” function within “Transfer Ships” did not check the nationality of base in the hex and was allowing the transfer of ships from one side to a base of the other side. Fixed.
19. When a ship was to be upgraded, the program was forcing the ship into Pierside Repair if the total damage (upgrade plus pre-existing) was high enough. However the existing repair method was not being checked, so ships in other repair modes (Shipyard or Repair Ship) were being blindly moved into Pierside Repair. Fixed.
20. A "No additional repair possible" message was being generated when a ship assigned to Repair Ship repairs could still be repaired by repair ship,s but the Repair ship(s) were out of ops for the turn. Fixed.
21. Changing the repair mode of a ship, then cancelling the change would result in the clearing of the minimum conversion delay value for that ship. Fixed.
22. Fixed a range calculation error for TFs moving directly off map, to do with the interaction of the on-map and off-map portions of range calculation. With the direct off map movement BOTH were adding in the entry-zone to off-map portion - one as proper movement and one as improper "return to home port".
23. The calculation for the allocation of remaining fuel operations when a port had large amounts of fuel, and the operations limit was reached before refueling was completed, would overflow the ship fuel value resulting in a negative endurance value. Fixed.
24. A following TF may teleport to the location of the followed TF when the followed TF reaches its destination. Fixed.
25. The “Rearm from tender” process was using the wrong variable in checking what ships can rearm from an AG. Also for non-DDs from an AD. Fixed.
26. Gameplay Change: Adjustments have been made to the routine steaming damage function to make it more difficult to keep PTs at sea for long periods. It was modified to accumulate considerable damage for PTs under extended steaming and also increase chances for major events (breakdowns, running aground or on reef, etc).
27. Gameplay Change: The React range for PT boat TFs has been restricted so that it may not be set higher than 1 hex.
28. Gameplay Change: To avoid high losses, PT TF's will now mostly evade/decline combat with enemy combat TFs during daylight hours.
29. Interface Improvement: When TFs are loading units, any units that are in the wrong mode for loading, instead of not showing up at all in the list, will show up on the "Load Troops" list as grayed out (not selectable) and with text indicating a reason why the unit cannot be loaded.
30. The buttons for step through the TF's in a hex were not working properly. Fixed.
31. In some cases, Sub TFs were leaving station with too little fuel to get home. Adjusted the conditions for automatic leaving of patrol zone to refuel. Also found and fixed several AI interactions with TFs en route to home base, and some more exposed by the fact that the home port was out of fuel.
32. In some circumstances, US Subs were rebasing to San Francisco when Manila fell. Fixed.
33. Gameplay Change: The TF selection routine for combat has been adjusted so that surface groups more frequently are chosen by other surface groups for naval combat.
34. Gameplay Change: The role of ship experience in surface combat has been increased.
35. When “Return Same Route” was selected, Auto Convoy TFs were not using specified waypoints when returning to base. Fixed.
36. Ship nationality and current location has been added to the Ship Transfer detail display.
37. TFs can now load the last few points of supply and fuel from a base if there are no requirements for them at the base.
38. Ships that were not supposed to be able to be transferred into a docked TF, due to tonnage limits, were displayed as not able to be transferred, but could be transferred anyway. Fixed.
39. It was possible that some reaction values and other data were not being cleared from an old TF record when a new TF was formed using the same TF data slot. Fixed.
40. Gameplay Change: The damage cut-off point for Submarines returning to patrol was too high, resulting in subs returning to patrol with fairly high amounts of damage. The cut-off points have been reduced to the following: 10 points of system damage; no float damage; 10 points of engine damage with no points of major engine damage; no fires.
41. Gameplay Change: The way that surface radar is used in naval combat has been modified as follows: Visual confirmation is now required before ships will open fire, meaning that ships must close to visual range first. Also, in situations where range is increasing, if it goes beyond visual range (factoring in Detection Level) fire ceases.
42. Gameplay Change: Early war surface radars now must pass an “effectiveness” check to ensure that the radar worked correctly and that the information from the radar was assimilated through the TF chain of command and ultimately resulted in useful changes of orders being issued to the TF in a timely manner.
43. Gameplay Change: Local Minesweeping TFs no longer require that destination be set to their home port to operate in that port. These TFs will now operate in their home port if just the Home Port value is set.
44. Gameplay Change: Local Minesweeping TFs will now consume fuel and be exposed to operational damage even if they do not find mines. This makes the operation of these TFs consistent with ordinary Minesweeping TFs.
45. A submarine in a mine laying TF with mines already loaded in place of torpedo tubes, and which was then ordered to rearm, would falsely reduce the mine pool by the number of mines already loaded. Fixed.
46. Gameplay Change: ACMs maintaining friendly minefields will now consume fuel and suffer operations damage.
47. The routine that checks to see if a ship has loaded all of a land unit that it can did not properly account for cross load costs. This could give the impression that a unit could load completely, when in fact it could not due to cross load penalties. This, in turn, prevented the switchover from loading troops to loading supplies. Fixed.
48. Adjust Speed in the Reinforcement Ship Display to show true speed, without regard to lack of fuel due to ships newly constructed on-map arriving without fuel on board.
49. Pilots undergoing training off-map were getting skill increases, but the increases weren't being displayed until they returned from a mission. Skills are now updated at the end of each turn even if the pilot has not flown a mission.
50. Pilots not yet in the game were being allocated to new air groups. Fixed.
51. When fragments are created by the transfer of air units to a new base, the fragments will automatically transfer to the new base by rail if that is possible.
52. Automatic LRCAP should now not occur for human players.
53. Off-map movement of air units without ready planes is now allowed.
54. The AI now has the ability to request additional supply for bases, based on the need of units fighting close by.
55. When calculating the bonus for land unit planning for a target, the land unit and its HQs (corps and command) must be planning for same target to get the bonuses.
56. For the AI - Better checking for ensuring that an advance base is friendly when building AI TFs has been added.
57. Fixed a problem where AI land units were attacking the same turn after unloading in an enemy hex.
58. The text "Defending Units" would sometimes not appear in combat reports and all units on both sides end up listed together under "Attacking Units". Fixed.
59. An adjustment has been made to the attack level settings for AI land units. The AI will now be a bit less aggressive.
60. Gameplay Change: Fixed a loophole for units in reserve mode during combat. A check is made before combat commences to ensure the defender has at least 25% of its total assault value in a mode other than reserve. For example, if the attacker has an Assault Value of 100, the defender must have a total of at least 25 Assault Value not in reserve mode, otherwise the game will automatically switch units to combat mode until the 25% minimum is reached – starting with combat units and then non-combat units.
61. A problem was found that was causing early Soviet activation, even though the Manchukuo garrison requirement was being met by the Japanese.
62. After a fort level is reduced, the fort construction percentage will now be reset to 0.
63. Gameplay Change: Command HQs should be treated as Air HQs for airfield stacking purposes.
64. New command line switches added for the program to improve performance. Please see the “Performance Switches” section at the start of this readme file.
• All listed data changes are for scenarios 1, 2, 6, 7, 8 and 9.
• Air Data Changes

1. Walrus II: Weapon 1/11 changed to Vickers K MG.
2. Audax I: Weapon 3/13 value set to 4/2, Weapon 10 value set to 1.
3. Blenheim IF: Weapon 4/14 remove AI MK III radar, add 4x40 lb/2x40 lb.
4. Blenheim VD: Month/Year set to 10/42.
5. Hurricane IIB: Month/Year set to 1/42.
6. Sunderland III: Top Turret added, weapon 2/12 2x.303 Browning MG.
7. CW-21B Demon: Climb set to 2700.
8. Hurricane IIB: Built rate set to 12.
9. S.23 Empire: Month/Year set to 2/42; end month/End year set to 3/42; built rate set to 1.
10. Hudson I: Climb set to 1280.
11. Spitfire VIII: Rng Max/Ext/Normal set to 490/380/310; weapon 3/4 set to centreline/external.
12. Sunderland C.III: Weapon 1/11 changed to ASV II.
13. Seagull V: Weapon 1 changed to Vickers K MG.
14. Hurricane XIIb: Climb set to 2245.
15. Stranraer: Name corrected to “Stranraer”.
16. Walrus II: Weapon 1 changed to Vickers K MG.
17. B-17D Flying Fortress: End Year set to 41.
18. B-26 Marauder: Replacement rate set to 15.
19. B-29-1 Superfort: Weapon 5/15 number set to 2.
20. B-29-25 Superfort: Weapon 5/15 number set to 2.
21. B-29B Superfort: Weapon 1/11 number set to 2.
22. P-36A: “Amphibian” untagged.
23. P-51H Mustang: Rng Max DT set to 1990.
24. F4F-3 Wildcat: Weapon 9/19 2x58 gal DT External.
25. F4F-3P Wildcat: Weapon 9/19 2x58 gal DT External.
26. F4F-4 Wildcat: Replacement rate set to 45.
27. F7F-2N Tigercat: ”Carrier Capable” untagged.
28. F7F-3P Tigercat: ”Carrier Capable” untagged.
29. PB2Y-3 Coronado: Weapon 5 set to 1.
30. PBJ-1H Mitchell: End Year set to 45.
31. R4D-5 Skytrain: Build rate set to 5.
32. SOC-1 Seagull: Float Capable untagged.
33. SO3C-2 Seamew: Manouver set to 17/13/9/5/1.
34. A6M3 Zero: Rng Max DT set to 1065.
35. G4M1 Betty: Weapon 15 set to Internal.
36. G4M2 Betty: Weapon 15 set to Internal.
37. G4M2a Betty: Weapon 15 set to Internal.
38. G4M3a Betty: Weapon 15 set to Internal.
39. P1Y3 Francis: Weapon 9/19 2x220gal DT External.
40. Ki-44 Tojo: Weapon 9/19 2x130 gal DT External; upgrade to Ki-44IIa Tojo.
41. Ki-45KAIa Nick: Manouver set to 21/21/21/16/11.
42. Ki-45KAIb Nick: Manouver set to 21/21/21/16/11.
43. Ki-45KAIc Nick: Manouver set to 20/20/20/15/10.
44. Ki-45KAId Nick: Manouver set to 20/20/20/15/10.
45. Ki-84r Frank: Rng Max DT set to 1060.
46. Ki-102a Randy: Weapon 9/19 2x200 gal DT External.
47. Mogami-2: Withdraw set to 0.
48. 43rd Shinbu-tai: Error in designation corrected.
49. 53rd Shinbu-tai: Error in designation corrected.
50. 63rd Shinbu-tai: Error in designation corrected.
51. 73rd Shinbu-tai: Error in designation corrected.
52. 83rd Shinbu-tai: Error in designation corrected.
53. 93rd Shinbu-tai.: Error in designation corrected.
54. No.1790 Sqn FAA: Air Class/Upgrade 00 set to Firefly NF.1.
55. VRF-3B: Ready a/c set to 24.
56. VP-23 Det 1: HQ set to USN Forwd AirCenPac.
57. VP-23 Det 2: HQ set to USN Forwd AirCenPac.
58. VMF-211: HQ set to USN Forwd AirCenPac.
59. No.44 Sqn RAF: Nationality set to British.
60. No.211 Sqn RAF: Reserve set to 8.
61. No.232 Sqn RAF: Reserve set to 14.
62. No.258 Sqn RAF: Reserve set to 14.
63. 30th BG/27th BS: Upgrade 00/02 set to -> B-24D1 -> B-24J.
64. 27th BG/91st BS: Error in designation corrected.
65. 307th BG/371st BS: Error in designation corrected.
66. 307th BG/372nd BS: Error in designation corrected.
67. 308th BG/373rd BS: Error in designation corrected.
68. 333th BG/507th BS: Error in designation corrected.
69. 407th BG/633rd BS: Ready set to 12; error in designation corrected.
70. 266th Sentai: Reserve set to 12.
71. Chuyo-2: Location set to Chuyo.
72. Kaiyo-2: Location set to Kaiyo.
73. Some air unit and pilot XP values tweaked.
• Land Data Changes

1. Properly assign their TO&E device to the Corps HQs "Alaska Defense Cmd", "III US Corps" and "IX US Corps".
2. The Japanese "80th Infantry Rgt" has the wrong device in slot 2. Fixed.
3. Australian LCU "2/1 NAOU Det." Arrival date changed to May 1942.
4. British AA units "1st HK&S Heavy" and "2nd HK&S Heavy" should be present at the start of the Campaign game(s). Fixed.
5. A large number of LCUs were equipped with radars that pointed to the “old” (unused) device slots, instead of the new radar device slots for AE. These have all been fixed.
6. TO&E entries 2514 ("Samoan Marine") and 2515 ("Samoan 42 Marine Bn") made static by the addition of a static device.
7. Removed the duplicate 2nd Hyderabad Base Force.
8. Remove the duplicate 109th RAF and RN Base Forces.
9. Remove the 5th British Div as it is properly outside the scope of game (it arrived as restricted unit at Mombasa)
• Naval Data Changes

1. Bangor Diesel classes 0171 and 0172 - corrected armament slot # for 2pdr gun.
2. Pennsylvania class 0314 - corrected upgrade Year from 54 to 45.
3. New Jersey class 0383 - corrected duplicate 20mm armament entry.
4. Momi class 1392 - added conversion delay.
5. Shokaku class 1826 - changed the Belt Armor from 215 to 165.
6. Taiho class 1846 - corrected the armament from 12.7cm 1674, to 10cm 1678.
7. Std-CT TK class 2122 - corrected armament slot # for Type-93 AAMG.
8. Akashi class 2168 - changed Durability from 1 to 31.
9. Shirataka class 2179 - corrected armament slot # for Type-93 mine.
10. C2 Arcturus class 2534 - corrected ’42 upgrade Type from AKA to AK.
11. Ship Tade - corrected the Class from 1393 to 1392.
12. Corrected the spelling of: Akasisan Maru, Ansyu Maru, Kunitu Maru, Ramillies.
13. Tyrrell - corrected the Class to 2436 Tolland.
14. Oregon City - corrected the Class from 405 to 406.
15. Kamekaze class 1422 to 1425 – correct the upgrade slot #s.
16. Akitsiki class 1492 – correct the endurance
17. various xAPs – reduce endurance and increase fuel
• Device Changes
1. SCR-270 radar - changed the introduction Year/Month from 4312 to 4112. Load cost changed to 40.
2. CPS-1 radar – Load cost changed to 40.
3. 12cm AA (1684) - added PEN, EFF, A-Soft and A-Armor data.
4. Camera (1853) - change EFF from 0 to 4.
5. 40lb GP Bomb (1886) added.
6. 75mm Cannon (1913) - changed Side from “A” to “J”.
7. Add new STATIC NW Frontier device (same stats as Indian 41 Rifle Section) with a Rate of 2 per month until 12/42, upgrading to device 919 “Nepalese Section”.
8. Added new “Nepalese Section” with the same stats as the Indian 42 Rifle Section, a Rate of 1 per month from 6/42 to 12/43.
9. 150mm CD Gun (998) made STATIC.
• Base Data Changes

1. Maebashi factory number 18 correctly set to produce “Ki-44-IIa Tojo” instead of “Ki-43-1c Oscar”.
2. “Chichi-jima” (111,74) and “Haha-jima” (110,75) have their Airfield SPS values reduced to 0 to match the updated terrain types for these islands.
3. Truk now has a size 4 Repair Shipyard.
4. Perth now has a size 3 Repair Shipyard.
5. San Luis Obispo now has a size 2 port.
6. Bataan port size has been increased from 1 to 2.
7. A number of remote Soviet bases did not have local supply generation, which leads to them eventually running out of supplies. Sufficient local supply generation has been added to these bases to ensure that they do not run out. In addition, excess resources and oil has been disabled to prevent these from building up to huge stockpiles. The affected bases are “Anadyr” (158,30), “Magadan” (138,32), “Petropavlovsk” (141,44), “Alexandrovsk” (126,41), “Okha” (128,37).
8. The daily supply and fuel point levels for the United Kingdom off-map base have both been reduced to 100 points per day, from their previous levels of 5,000 and 500 respectively.
• Map Changes

1. The terrain for the Japanese islands of “Chichi-jima” and “Haha-jima” changed to “Forest + Rough”.
2. A missing segment of railway has been added connecting Diamond Harbour with Calcutta.
3. A number of minor map data inaccuracies (terrain data not matching terrain as painted on the map) have been corrected.
• Editor Changes

1. A Back button has been added for cycling through units.
2. Fixed air group totals.
3. Fixed display problem for scenario view.
4. Fixed a compatibility problem for list view controls for Vista machines.


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 2
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 4:49:30 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
The v1.083c Public Beta Update is now available in the Members Club for registered owners of WITP Admiral's Edition. As long as your game is registered, you can download the update by going to My Games and then Private Downloads for WITP AE.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Erik Rutins)
Post #: 3
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 4:54:31 PM   
fbs

 

Posts: 1048
Joined: 12/25/2008
Status: offline
Wohoo! I knew HMNZS Patch would not be delayed by the evil SS I-13, with CPT Bug, Alfred T. (Ldr 27 Insp 13)!

And, yay, 5 of my bugs made to the list! Hooray. Now let me check the other 20 that I reported somewhere. :-)

Thanks!
fbs

< Message edited by fbs -- 8/26/2009 5:22:06 PM >

(in reply to Erik Rutins)
Post #: 4
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 4:57:35 PM   
Zebedee


Posts: 535
Joined: 8/30/2005
Status: offline
Scanning that changelist, what can one do but offer the following smilie in homage to all you devs - Thank you.

(in reply to fbs)
Post #: 5
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 4:59:38 PM   
anarchyintheuk

 

Posts: 3921
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+Sexy

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Post #: 6
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 5:11:53 PM   
V22 Osprey


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Thanks Erik, downloading now.

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Post #: 7
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 5:28:08 PM   
Justascratch


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I've been buying from Matrix since their site first came on line. I have never found better product support - anywhere.

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Post #: 8
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 5:33:45 PM   
Graymane


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Thanks for the hard work guys! It is much appreciated! One question, while those of us playing versus the AI will have to restart to get all of the various changes to the AI, will be have to restart again when the official, non-beta patch is released?

(in reply to Justascratch)
Post #: 9
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 5:39:37 PM   
oldman45


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I am concerned about # 41 and a little concerned 42.

I don't know how the computer figured surface combat, but the problems we were having seemed to be the main guns on the BB's. The radar appeared to work ok and not effect how the ships fired. Going to visual range considering all the times I saw 1k yard encounters, whats the point of using a radar? Is there a way the game differentiates between search radar and fire control radar?

(42) What is considered early radar?

(in reply to V22 Osprey)
Post #: 10
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 5:42:00 PM   
DrewBlack


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WOW

Thats what I call a patch.. CA take note.

Drew

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Post #: 11
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 5:44:42 PM   
Erik Rutins

 

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quote:

ORIGINAL: oldman45
I am concerned about # 41 and a little concerned 42.
I don't know how the computer figured surface combat, but the problems we were having seemed to be the main guns on the BB's. The radar appeared to work ok and not effect how the ships fired. Going to visual range considering all the times I saw 1k yard encounters, whats the point of using a radar? Is there a way the game differentiates between search radar and fire control radar?
(42) What is considered early radar?


Please test the changes if you have concerns about them and respond to us with test results in hand, that's the best way to proceed. Our changes were mainly aimed at addressing some of the unusual surface combat results that were a result of issues or unintended consequences in the surface combat routines. This included the prevalence of "wipe outs" and the tendency for Allied surface forces to have a bit too much of an edge in early night combat. There were other changes as well though and in general Surface Combat looks pretty good in our testing with v1083.


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Post #: 12
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 5:45:39 PM   
V22 Osprey


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I'm already playing around with it, so it works great,it successfully upgraded my Grand Campaign Save.Keep up the good work!!!

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Post #: 13
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 5:53:14 PM   
castor troy


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quote:

ORIGINAL: Justascratch

I've been buying from Matrix since their site first came on line. I have never found better product support - anywhere.



this is absolutely true, when it comes down to support, I´ve never got to know a better company! Kudos!

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Post #: 14
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:09:22 PM   
PzB74


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Has anything been done to tweak A2A combat - e.g. increasing Jap pilot exp in scen 1 or 2?

Can't find anything about such an update but thought this was a planned change to give the Japs more of an edge in the early war.

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Post #: 15
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:13:03 PM   
Gideon Stargrave

 

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Thanks for the "Quiet China" scenarios!

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Post #: 16
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:17:11 PM   
V22 Osprey


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quote:

ORIGINAL: Ryan Jackson

Thanks for the "Quiet China" scenarios!


Agreed.

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Post #: 17
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:18:57 PM   
cantona2


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Downloading right now and if ive read it correctly once i upgrade to the beta i restart the game and Bob's your Uncle?

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Post #: 18
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:22:42 PM   
Erik Rutins

 

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quote:

ORIGINAL: PzB
Can't find anything about such an update but thought this was a planned change to give the Japs more of an edge in the early war.


As far as we can tell, Japanese air is fine in the early war, with the exception of the Coral Sea scenario, where an issue was fixed. What else are you seeing? In all our testing the Zeros are pretty much matching their historical performance.


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Post #: 19
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:23:25 PM   
Erik Rutins

 

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quote:

ORIGINAL: cantona2
Downloading right now and if ive read it correctly once i upgrade to the beta i restart the game and Bob's your Uncle?


Yes. If you are looking to continue a game, when you load the save you will be asked some upgrade questions. Just keep hitting "Y" for yes.


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Post #: 20
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:26:43 PM   
cantona2


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quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: cantona2
Downloading right now and if ive read it correctly once i upgrade to the beta i restart the game and Bob's your Uncle?


Yes. If you are looking to continue a game, when you load the save you will be asked some upgrade questions. Just keep hitting "Y" for yes.



Thanks Eric, but for the changes mentioned above no? All other air groups, terrain etc changes come into effect only after a new game has started correct?

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Post #: 21
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:31:09 PM   
Erik Rutins

 

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The readme and change list above covers which changes apply to an "upgraded" game and which are only available for a new game. This update includes upgrade code that applies many data changes to ongoing games, but not all.

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Post #: 22
RE: PLEASE READ: Public Beta Guidelines and Change List - 8/26/2009 6:34:14 PM   
BShaftoe

 

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Thanks for the patch, and good work. :)

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Post #: 23
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:43:43 PM   
m10bob


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Just flabbergasted!!..Thank you!

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RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:46:45 PM   
John Lansford

 

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I won't mind restarting my CG for this patch, but if the "official" v1083 patch requires yet another restart I might start getting testy, especially if the beta works well.

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Post #: 25
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:48:13 PM   
SteveD64

 

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Very nice!

A while back Andy Mac was soliciting small scenario AI feedback.  Did this make it in the new patch?

(in reply to m10bob)
Post #: 26
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:52:42 PM   
Erik Rutins

 

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Yes, the AI was updated in all scenarios (except Coral Sea, which doesn't really use the new AI).

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Post #: 27
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:53:27 PM   
SteveD64

 

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very good!

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Post #: 28
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 6:56:38 PM   
PzB74


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Zero's don't have much of an advantage in the early war at all. Can handle Beer-barrels but is already struggling against Warhawks and Wildcats. It could however be that Allied fighters are overperforming.

One of my carrier strikes went in unescorted, 10 Kates against 1 Warhawk. Over 2 intercepts I lost 7 Kates...

Lots of ppl have blown their fuses arguing against the reductions in Jap air / sea prowess, so I hope you didn't chase away all the JFBs - cause you need someone to even out the AFBs dominating presence.

Consider me a voice for those who left in protest!
(This one's for you Pauk!)

- turning of the slight irony -

Looking forward to test the new patch! Well done to fix so much in so little time

quote:

ORIGINAL: Erik Rutins

quote:

ORIGINAL: PzB
Can't find anything about such an update but thought this was a planned change to give the Japs more of an edge in the early war.


As far as we can tell, Japanese air is fine in the early war, with the exception of the Coral Sea scenario, where an issue was fixed. What else are you seeing? In all our testing the Zeros are pretty much matching their historical performance.




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"The problem in defense is how far you can go without destroying from within what you are trying to defend from without"
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(in reply to Erik Rutins)
Post #: 29
RE: PLEASE READ: Public Beta Guidelines - 8/26/2009 7:00:28 PM   
Erik Rutins

 

Posts: 37503
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quote:

ORIGINAL: PzB
Zero's don't have much of an advantage in the early war at all. Can handle Beer-barrels but is already struggling against Warhawks and Wildcats. It could however be that Allied fighters are overperforming.


How are you using them generally? Are you paying attention to the maneuver bands, using sweeps and trying to get an altitude advantage over your opponent?

quote:

Lots of ppl have blown their fuses arguing against the reductions in Jap air / sea prowess, so I hope you didn't chase away all the JFBs - cause you need someone to even out the AFBs dominating presence.
Consider me a voice for those who left in protest!
(This one's for you Pauk!)


Well, anyone who's blown a fuse already has a very short fuse. I think folks who decided they knew everything there was to know about the original WITP one month after that was release were wrong too. For one thing, I think Japan will find that while 1941 and early 42 may be a bit more even in the air than WITP was, 1943-44 will also be a bit more even than they were in WITP. But please do give the new update a try and let me know how it goes.

Regards,

- Erik


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(in reply to PzB74)
Post #: 30
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