Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: PLEASE READ: Public Beta Guidelines

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: PLEASE READ: Public Beta Guidelines Page: <<   < prev  1 2 3 [4]
Login
Message << Older Topic   Newer Topic >>
RE: PLEASE READ: Public Beta Guidelines - 8/28/2009 9:46:13 PM   
PzB74


Posts: 5076
Joined: 10/3/2000
From: No(r)way
Status: offline
Suddenly got black squares popping up and dissappearing over air units after adding the beta patch.
Not sure if anyone else have reported this.

Got a multicore pentium and the following switches:
deepColor -altFont -dual -multiaudio -dd_sw -r -autosave




Attachment (1)

_____________________________



"The problem in defense is how far you can go without destroying from within what you are trying to defend from without"
- Dwight D. Eisenhower

(in reply to Valgua)
Post #: 91
RE: PLEASE READ: Public Beta Guidelines - 8/28/2009 10:45:15 PM   
invernomuto


Posts: 986
Joined: 10/8/2004
From: Turin, Italy
Status: offline

quote:

ORIGINAL: Erik Rutins

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.



Glad to read this. I am fine with the zero toned down, but I hope not to see Uber Corsair like in WITP in 43+




_____________________________


(in reply to Erik Rutins)
Post #: 92
RE: PLEASE READ: Public Beta Guidelines - 8/28/2009 11:10:48 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
quote:

ORIGINAL: PzB

Suddenly got black squares popping up and dissappearing over air units after adding the beta patch.
Not sure if anyone else have reported this.

Got a multicore pentium and the following switches:
deepColor -altFont -dual -multiaudio -dd_sw -r -autosave



"-dual" is not used any more. Take it out and use -SingleCpuStart or -SingleCpuOrders. I had to experiment to find the one that worked best for me, it turned out to be SingleCpuOrders.

I would experiment with taking out -deepColor and/or -altFont as well

< Message edited by Admiral DadMan -- 8/28/2009 11:11:58 PM >


_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to PzB74)
Post #: 93
RE: PLEASE READ: Public Beta Guidelines - 8/28/2009 11:15:24 PM   
PzB74


Posts: 5076
Joined: 10/3/2000
From: No(r)way
Status: offline
Thx I'll play around with the switches!

quote:

ORIGINAL: Admiral DadMan

quote:

ORIGINAL: PzB

Suddenly got black squares popping up and dissappearing over air units after adding the beta patch.
Not sure if anyone else have reported this.

Got a multicore pentium and the following switches:
deepColor -altFont -dual -multiaudio -dd_sw -r -autosave



"-dual" is not used any more. Take it out and use -SingleCpuStart or -SingleCpuOrders. I had to experiment to find the one that worked best for me, it turned out to be SingleCpuOrders.

I would experiment with taking out -deepColor and/or -altFont as well



_____________________________



"The problem in defense is how far you can go without destroying from within what you are trying to defend from without"
- Dwight D. Eisenhower

(in reply to Admiral DadMan)
Post #: 94
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 12:41:16 AM   
DrewMatrix


Posts: 1429
Joined: 7/15/2004
Status: offline
Allies vs AI Scen 6:



1) Abadan has max docked size of 48K. I had a TF that was 52K return to Abadan and it docked. (0r appears to have). Furthermore, if I try to add to that TF I can add some huge number (4 billion tons) to the docked TF. This may not actually be docked but it lists as docked.

2) the word "Upgd" doesn't register in the correct column if you look at A/C production in a port. See below.






Re 1 above:

Once you get a TF larger than the port sized docked, which seems to have happened here by having a very large TF return to the port and dock automatically, the limit stays "stuck on open" in that I can not only fill that TF as though it were legitimately docked, but other TFs that show up dock and I can add ships to them keeping the amount of shipping docked larger than the limit the port should allow.

Tell me if you need saves. I have a couple but should send them Email because there is more than one.



Attachment (1)

< Message edited by Beezle -- 8/29/2009 3:59:41 AM >


_____________________________


Beezle - Rapidly running out of altitude, airspeed and ideas.

(in reply to PzB74)
Post #: 95
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 7:32:25 AM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: Valgua


quote:

ORIGINAL: Flying Tiger

great job. thanks!

i noticed that the map no longer scrolls when trying to set search arcs. i'm sure it scrolled before?

quote:

arc


I had the same issue. Is it a bug?


Looks like a bug!

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to Valgua)
Post #: 96
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 7:56:28 AM   
Akos Gergely

 

Posts: 733
Joined: 4/8/2004
From: Hungary, Bp.
Status: offline
same here, no mapscroll while a window is open...

_____________________________


(in reply to herwin)
Post #: 97
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 3:12:02 PM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

quote:

ORIGINAL: Beezle

Allies vs AI Scen 6:



1) Abadan has max docked size of 48K. I had a TF that was 52K return to Abadan and it docked. (0r appears to have). Furthermore, if I try to add to that TF I can add some huge number (4 billion tons) to the docked TF. This may not actually be docked but it lists as docked.

....

Re 1 above:

Once you get a TF larger than the port sized docked, which seems to have happened here by having a very large TF return to the port and dock automatically, the limit stays "stuck on open" in that I can not only fill that TF as though it were legitimately docked, but other TFs that show up dock and I can add ships to them keeping the amount of shipping docked larger than the limit the port should allow.

Tell me if you need saves. I have a couple but should send them Email because there is more than one.




Please post a save just before the TF arrives at Abadan - in tech support forum. Also, is the allied side human or computer?

(in reply to DrewMatrix)
Post #: 98
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 6:09:31 PM   
erstad

 

Posts: 1944
Joined: 8/3/2004
From: Midwest USA
Status: offline

quote:

ORIGINAL: Don Bowen

Please post a save just before the TF arrives at Abadan - in tech support forum. Also, is the allied side human or computer?


Don, stock scenario 1 starts with Samah in this condition. It is overdocked at the beginning, and if you create new TFs from the disbanded ships they also start docked.


(in reply to Don Bowen)
Post #: 99
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 7:48:23 PM   
MechFO

 

Posts: 669
Joined: 6/1/2007
Status: offline
Hi

Just wanted to add that in Scen No. 2 Truk now has 2 (two) size 4 Repair docks. I suppose it should be only one.

(in reply to erstad)
Post #: 100
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 2:41:54 AM   
Scott_USN

 

Posts: 715
Joined: 6/2/2004
From: Eagle River, Alaska USA
Status: offline
Bad delay when opening base or any information window. Pauses for up to 5 seconds or more. As bad as it was before the hotfix few weeks ago.

I deleted all the switches but -cpu2




(in reply to Valgua)
Post #: 101
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 3:07:34 AM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline
Scott, have you tried the "-dd_sw" switch?  It has really helped smooth out my operation during the orders phase. 

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to Scott_USN)
Post #: 102
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 3:40:44 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: USS America

Scott, have you tried the "-dd_sw" switch?  It has really helped smooth out my operation during the orders phase. 


I second that. Really made things faster.

(in reply to USSAmerica)
Post #: 103
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 3:47:33 AM   
Scott_USN

 

Posts: 715
Joined: 6/2/2004
From: Eagle River, Alaska USA
Status: offline
I will try that out thanks!

(in reply to witpqs)
Post #: 104
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 4:21:31 AM   
Scott_USN

 

Posts: 715
Joined: 6/2/2004
From: Eagle River, Alaska USA
Status: offline
That worked, got some funky graphics glitches but I prefer that to 5+ second delay when I click on a task force or base.

(in reply to Scott_USN)
Post #: 105
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 8:08:26 PM   
sprior


Posts: 8596
Joined: 6/18/2002
From: Portsmouth, UK
Status: offline
Playing as IJn in a pbem game and getting a persistent crash to desktop. Saved game file available if anyone is interested.

_____________________________

"Grown ups are what's left when skool is finished."
"History started badly and hav been geting steadily worse."
- Nigel Molesworth.



(in reply to Scott_USN)
Post #: 106
RE: PLEASE READ: Public Beta Guidelines - 8/31/2009 1:14:18 AM   
Scott_USN

 

Posts: 715
Joined: 6/2/2004
From: Eagle River, Alaska USA
Status: offline
I took all switches but -SingleCpuOrders

When I restarted the game I seen no loading screen it just spalshing and went straight to the 010101010101 movie thing.

I have no delay when clicking info windows or selecting units. With the -cpu2 swith an -dd_sw I had horrible lag after a few rounds.

I will let you know, I guess every system is different and nothing works for everyone. It is blazing fast now.

I have a DualCore 3.0 ghz CPU

(in reply to sprior)
Post #: 107
RE: PLEASE READ: Public Beta Guidelines - 8/31/2009 10:54:49 AM   
Joseph_Nevsky


Posts: 46
Joined: 7/28/2009
From: Spain
Status: offline
Thank you very much for this patch. For me, it´s working great!


My system = Intel Core 2 Quad CPU Q9550 2.83GHz (4 Gbs. RAM, Windows Vista 64 bits).

I´ve tried different switches combinations, and the following one is working fine in my case:

-cpu4 -altFont -multiaudio -dd_sw -deepColor -fd -r


At the begining, I wasn´t sure using "-cpu1" or 2, 3, 4... But at the end, I´m using "-cpu4". If I change them, I cannot see the difference.
Now game is running softer, and specially fonts are now more readable

< Message edited by Joseph_Nevsky -- 8/31/2009 10:55:41 AM >


_____________________________


(in reply to Scott_USN)
Post #: 108
RE: PLEASE READ: Public Beta Guidelines - 8/31/2009 8:20:05 PM   
Iridium


Posts: 932
Joined: 4/1/2005
From: Jersey
Status: offline
Taiho's DP guns were not changed to 10cm/65 models in scenario 2 from what I saw.

I could be wrong but I thought Ibuki was to be equipped with 8cm/60 guns as her DP battery.

Just getting a good look at the beta patch now, looks great so far. Keep up the good work guys.

_____________________________

Yamato, IMO the best looking Battleship.

"Hey, a packet of googly eyes! I'm so taking these." Hank Venture

(in reply to Erik Rutins)
Post #: 109
RE: PLEASE READ: Public Beta Guidelines - 8/31/2009 8:35:31 PM   
John Lansford

 

Posts: 2662
Joined: 4/29/2002
Status: offline
Last night I had a repeating icon/nonrefreshing screen problem hit my patched game.  Scrolling across the screen, all the IJN icons started repeating down the screen and did not refresh when I stopped.  I rebooted the computer and everything went back to normal, but this is a brand new computer with much better hardware than the minimum required for AE. 

Also, the IJN seems to think they've taken Davao already, and have parked a TF in the harbor even though it's still Allied.

(in reply to Iridium)
Post #: 110
RE: PLEASE READ: Public Beta Guidelines - 9/1/2009 7:07:55 AM   
jb123


Posts: 276
Joined: 8/6/2009
Status: offline
Ok this is all cool, but I don't get this one:

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.

So if SwPac is prepping for Townsville and the 32nd Div is prepping for PM the div doesn't get bonuses? The 32nd div has no corps HQ. And what about later in the war when I may have two or three assaults going on (such as the near simultaneous ozzie landings in the DEI). This means Prep points mean nothing if two assaults are taking place under the same HQ?

I think I love this game, it sucks a lot of my time, but I don't get it.


(in reply to Erik Rutins)
Post #: 111
RE: PLEASE READ: Public Beta Guidelines - 9/1/2009 8:56:29 AM   
pturky

 

Posts: 5
Joined: 6/8/2004
From: Devon UK
Status: offline
Hi just loaded the beta patch and noticed the USA ENGINEERS are still set to enter date 99/99 are they going to sort this, sorry if this has been reported before.

(in reply to jb123)
Post #: 112
RE: PLEASE READ: Public Beta Guidelines - 9/1/2009 9:23:39 AM   
Iron Duke


Posts: 529
Joined: 1/7/2002
From: UK
Status: offline
Hi
Are you refering to an in game unit or in the database - ? what slot number ?
If the unit is labeled just USA ENGINEERS it is probably a TOE entry and sets the equipment level of other in game US enginering units

_____________________________

"Bombers outpacing fighters - you've got to bloody well laugh!" Australian Buffalo pilot - Singapore

(in reply to pturky)
Post #: 113
RE: PLEASE READ: Public Beta Guidelines - 9/1/2009 5:19:30 PM   
pturky

 

Posts: 5
Joined: 6/8/2004
From: Devon UK
Status: offline
In the resources pool last entry gets 9 per month just wondering what year it needs to be set at


< Message edited by pturky -- 9/1/2009 5:20:56 PM >

(in reply to Iron Duke)
Post #: 114
RE: PLEASE READ: Public Beta Guidelines - 9/2/2009 11:48:58 AM   
Hanzberger


Posts: 921
Joined: 4/26/2006
From: SE Pennsylvania
Status: offline

quote:

ORIGINAL: jb123

Ok this is all cool, but I don't get this one:

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.

So if SwPac is prepping for Townsville and the 32nd Div is prepping for PM the div doesn't get bonuses? The 32nd div has no corps HQ. And what about later in the war when I may have two or three assaults going on (such as the near simultaneous ozzie landings in the DEI). This means Prep points mean nothing if two assaults are taking place under the same HQ?

I think I love this game, it sucks a lot of my time, but I don't get it.



The way I understand it is: HQ will only give a bonus to whatever they are planning for and if they are in range of anything else they also give a bonus to that. If your outta range your outta luck.

(in reply to jb123)
Post #: 115
RE: PLEASE READ: Public Beta Guidelines - 9/2/2009 2:54:13 PM   
rockmedic109

 

Posts: 2390
Joined: 5/17/2005
From: Citrus Heights, CA
Status: offline

quote:

ORIGINAL: pturky

In the resources pool last entry gets 9 per month just wondering what year it needs to be set at


I am not sure it makes any difference or not. THe Availability date in the editor is 9999 for all allied squad devices. If the allies do not get their engineers then this is a showstopper. If it still works then it is a non-issue. I haven't heard any of the developers weigh in on this.

(in reply to pturky)
Post #: 116
RE: PLEASE READ: Public Beta Guidelines - 9/2/2009 3:35:53 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: rockmedic109
quote:

ORIGINAL: pturky
In the resources pool last entry gets 9 per month just wondering what year it needs to be set at

I am not sure it makes any difference or not. THe Availability date in the editor is 9999 for all allied squad devices. If the allies do not get their engineers then this is a showstopper. If it still works then it is a non-issue. I haven't heard any of the developers weigh in on this.

Squads and weapons that populate LCUs begin at device slot # 701. Land devices from # 258 to # 699, with 9999 in the “Available” field, are not used.

You will find your US Cmbt Eng Sqds starting at 1108. Others are grouped by nationality.


_____________________________


(in reply to rockmedic109)
Post #: 117
RE: PLEASE READ: Public Beta Guidelines - 9/2/2009 6:58:11 PM   
whitesd

 

Posts: 2
Joined: 5/3/2009
Status: offline
Erik
Just downloaded and applied to existing full campaign.
I have a problem on the Screen which summarises all the ground units within a base, the new option to toggle Replacements on / off.
Both do the same thing - they both toggle replacements ON :-)
Simon

(in reply to JWE)
Post #: 118
RE: PLEASE READ: Public Beta Guidelines - 9/3/2009 12:02:53 AM   
KHawk

 

Posts: 61
Joined: 7/3/2004
Status: offline

quote:

ORIGINAL: jb123

Ok this is all cool, but I don't get this one:

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.

So if SwPac is prepping for Townsville and the 32nd Div is prepping for PM the div doesn't get bonuses? The 32nd div has no corps HQ. And what about later in the war when I may have two or three assaults going on (such as the near simultaneous ozzie landings in the DEI). This means Prep points mean nothing if two assaults are taking place under the same HQ?

I think I love this game, it sucks a lot of my time, but I don't get it.



No this is not correct. The 32nd Div gets its own bonus it just does not get the additional bounes from the HQ.

Unit A preped for location X only gets the A bonus.
Unit B preped for location Y and HQ preped for Y gets B + HQ bonus.

Hope this helps.

KHawk

(in reply to jb123)
Post #: 119
RE: PLEASE READ: Public Beta Guidelines - 9/3/2009 12:23:38 AM   
jomni


Posts: 2827
Joined: 11/19/2007
Status: offline
I like the sound of Quite China.
China has been the most active front in my game as Japanese.
Forcing me to send troops to the font line and subject the cities to partisan attach.

(in reply to KHawk)
Post #: 120
Page:   <<   < prev  1 2 3 [4]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: PLEASE READ: Public Beta Guidelines Page: <<   < prev  1 2 3 [4]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

3.891