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- 6/14/2002 6:40:54 AM   
Basement Command

 

Posts: 64
Joined: 11/1/2001
From: Boise, ID
Status: offline
If you select a base your get something like this;
Aviation Support 152 +18 for a base with a seaplane tender in port, if you select the airbase
icon on the same base the you get Aviation Support 152, it doesn't show the +18 from the seaplane tender. Aviation Support should be the same for all screens?

Actually, seaplanes add support to a hex, but not to an airbase. You can have seaplane aviation support at a beach without any base. The airbase has its own support level, and the hex has a combined base/seaplane support value. The current display is actually more accurate.

(in reply to Erik Rutins)
Post #: 61
- 6/14/2002 7:01:32 AM   
msvknight

 

Posts: 85
Joined: 6/9/2001
From: Adelaide, Australia
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I don't care about all your empirical arguments. The thing I noticed was that Matrix is adding Flt Lt Gorton of 77 Squadron. With apologies to anyone else who may have mentioned it, it seems they are applying MY suggestion.

This means that 1 billionth of this game was created because of my input (hysterical laughter).......

I've never influenced a game design before.

Thanks Matrix. I'm stoked.


:D

(in reply to Erik Rutins)
Post #: 62
- 6/14/2002 4:45:11 PM   
1089

 

Posts: 210
Joined: 7/4/2001
From: Portland, OR
Status: offline
[QUOTE]Originally posted by Michael Knight
[B]I don't care about all your empirical arguments. The thing I noticed was that Matrix is adding Flt Lt Gorton of 77 Squadron. With apologies to anyone else who may have mentioned it, it seems they are applying MY suggestion.

This means that 1 billionth of this game was created because of my input (hysterical laughter).......

I've never influenced a game design before.

Thanks Matrix. I'm stoked.


:D [/B][/QUOTE]

I am certainly happy about Flt Lt Gorton, and your success at influencing the game design, but apparently my CS: convoys with AOs or TKs will still stop one day out from Truk or Brisbane or Noumea; My PT boats or barges will still disappear; My automatic victory celebration will still consist of a crash to the scenario selection screen where I will now be able to select a scenario where I can achieve that crash even quicker; The AI will still steal my Japanese ships from the port at Luganville and send them to Noumea to be bombed and/or sent back to Pearl/Japan; my troops marching from Buna to Dobadura will still end up in Finschafen, after apparent teleportation--and the New Caledonia--New Guinea teleportation effect will also still work; and my troops and equipment that were on ships that were sunk will still end up getting where they were sent. Good swimmers, eh, rescuing tanks, and dragging them on board the rescue ships! I know, I know; I'm just being picky--after all Flt Lt. Gorton is in the game!

Can I hope that some of these bugs will be addressed in the next patch?

kp

_____________________________

The Earth is but a hollow nougat, reverberating with the sounds of the big bands... :cool:

(in reply to Erik Rutins)
Post #: 63
- 6/14/2002 5:03:31 PM   
David Heath


Posts: 3274
Joined: 3/29/2000
From: Staten Island NY
Status: offline
Hi KP

Well I do not want you to think we done nothing in the last three weeks since the release. Here is what will be address in the official v1.10 patch. We are hoping either today or Monday to release it. We then will be address other items for the next patch.

Patch Items for Uncommon Valor version 1.10

1) Most critical damage text passages for naval combat are no longer upper case.

2) The program should no longer require 100% of CPU capacity.

3) Spelling for torpedoes, critical and surprised were corrected in combat exposition text.

4) Tactical exposition has been added to the air combat screen for fighter versus fighter and fighter versus bomber combat.

5) Fighter type aircraft given a sweep mission, should no longer try to strafe the target area, unless the group altitude is set to 100 feet.

6) The routines for the list all ships function called from the upper tool bar have been optimized for speed.

7) Japanese auto-victory conditions were updated to include all scenario conditions.

8) Passwords for PBEM games are now encrypted. Old PBEM games which did not have encrypted passwords will work with v1.10. The player will not have to start those games over.

9) Base bombing animation has been adjusted to fit into the new base bombing screen.

10) To prevent ships from unloading troops in shallow water hexes, ships may now unload only at bases or beaches.

11) A new scenario has been added (#19).

12) The code for calculating plunging fire and penetration for deck, tower, turret and belt hits has been rewritten, using new formula. Results should now seem more realistic, when used with the new data base.

13) Non-penetrating hit locations are now displayed in naval combat. Naval battles also now show more descriptive text, concerning damage to locations and surface vessel torpedo fire.

14) Aircraft that carry torpedoes as default load, such as patrol aircraft and torpedo bombers were not switching ordnance loads to bombs, when on search and anti-submarine missions properly. The torpedoes were not very effective against submarines. This has been fixed. These aircraft will still carry torpedoes, when on naval attack or night naval attack missions.

15) The F2 key now toggles the shallow water indicator on and off. When on, a small, white “s” will appear on the map in all shallow water hexes. This indicator should be useful for submarine and mine laying operations.

16) Mine fields placed in deep water decay at the rate of 50% per day. These either sink, float away or the moorings break.

17) Mine layers, mine laying submarines and submarines on special mine laying ops may now only rearm mines at Noumea or Truk. Rearming at any other base will replenish the gun and torpedo loads, but not the mines.

18) Minesweepers will now clear friendly, offensive minefields. Task forces will avoid friendly offensive minefields, when determining shipping routes.

19) The mine warfare text message has been changed from “will MINE” to “will conduct mine warfare ops”.

20) A bug that allowed the Allied player to see Japanese fleet dispositions during the replay in PBEM and hot seat games has been corrected.

21) PBEM replay code has been rewritten to prevent the player from gleaning data on enemy forces that was not available during the plotting phase.

22) Task Forces of greater than 10 or more ships now suffer an anti-aircraft penalty.

23) Graphics clipping for the bottom bar has been fixed and during the execution phase, the top line of the thumbnail map should no longer be visible.

24) The average pilot fatigue is now displayed on the air group screen, immediately below group morale.

25) A bug which prevented Japanese submarines from refueling to full tanks at bases has been corrected.

26) The new data base has adjusted penetration values for 5” guns and smaller, which should make cruisers fare better in a gun battle against smaller ships.

27) The code for laying, entering, searching minefields has been rewritten. Minefields placed anywhere other than a friendly base, airfield, port or friendly beach are now defined as offensive mines. These are not as well mapped or maintained as well and are much more likely to damage friendly ships.

28) Please note that the program will now run inside of a window, instead of full screen, if in 1024x768x16 bit screen mode and if the command line parameter –w is used.

29) Air groups bombing ports now target significantly fewer ships in port. Port facilities, supply, fuel and base troops are now targeted more often. The greater the number of ships in port, the greater the chance that one or more will be bombed. Also, note that ships in port take a reduced amount of damage from being bombed.

30) The computer opponent strategic abilities and options have been extended.

31) Sub chasers (SC) may now train to a higher level, the level of destroyers, in shake down cruises.

32) Patrol craft attacking submarines will now always report the attack.

33) A bug which allowed air groups to transfer to carriers, such as the Long Island, even when those carriers were not on the map has been corrected.

34) Text error, “Sub attackat X,Y” fixed.

35) A new number now appears immediately after the unit name on the ground combat screen. This number is the assault value of the unit or the number of artillery pieces being used in the battle for artillery units. That value can be reduced via bombardment, casualties, fatigue or disruption, during the combat phase. This should provide clues as to how the units are faring during combat. Note that units with no assault value or bombardment capacity, such as headquarters units, do not appear on the list. The units listed are considered to be in or directly supporting the front line. The player will first see text which tell which attacking units are bombarding and if the bombardment does any damage, the numbers for the defending player will be reduced. Counter battery fire may occasionally reduce attacking unit numbers. He will then see text telling which units are attacking. At this point the attacking unit numbers may be reduced substantially. This represents fire from the defensive fire phase. He will then see text telling which units are assaulting or providing support fire. These will come one at a time and the numbers for the defender will be reduced. This is the offensive fire phase. After all this, the player may see reductions in defender player artillery and other units not on the front line, that have been overrun. Finally, the player may see text saying that units, including non-combat units have been destroyed. These units have also been over run and captured.

36) Naval combat description has been enhanced. The player should now see more text items at the bottom of the combat screen, including the results of the maneuver attempts by the task force commanders, such as “Fletcher has crossed the ‘T’ “ or “Russell has dispersed task force and is evading”.

37) Pilot rotation for training, search and anti-submarine missions has been reworked to allow pilots with less experience to fly more missions. This should help relieve the problem of the best pilots flying all the missions and becoming very fatigued.

38) The Japanese auto-victory conditions have been changed. To achieve an auto-victory, the Japanese player must now hold one of the following: Townsville, Rockhampton, Brisbane, Noumea, or Luganville after January 1, 1943 with twice the supply needed to operate the base.

39) Movement on a major road should now be less fatiguing than before. And, no matter how tired troops are, they should now be able to move at least 1 mile per day, across any terrain.

40) An extraneous space was removed from the ship sighting message.

41) The land based combat screen now shows the Japanese forces on the top of the pop-out box and the Allied forces on the bottom. Icons for armor, infantry and any other forces assigned an attack mission will appear, to a maximum of 26 units for each side. Extra text messages describing the battle have been added.

42) Some air groups start with far too many pilots. Fixed.

43) Some air groups start with no pilots. Fixed.

44) Some air groups do not have the proper, or in some cases any, group leaders. Fixed.

45) Some air groups that are transferred do not take enough pilots to fly the planes with them. Fixed.

46) Pilots assigned to an air group in the data base are not always appearing. Fixed.

47) Group leaders assigned to an air group in the database are present on turn one, but have no plane and on turn two, they disappear and are replaced by some one who has a plane. Fixed.

Notes on Combat Exposition

1) Land combat. The values listed after the unit symbol are either the assault value or in the case of artillery, the number of tubes engaging. The player will note that the assault value listed during the orders phase will not always be the same as the value listed in the combat screen. This is because the one listed in the orders phase is the assault value at rest, or potential assault value. The one listed in the combat screen has been modified by the combat situation, the disruption and fatigue, damage and confusion of the battle. During the combat execution, the player will note that the value may sometimes be decreased. This dynamic value is the one actually used in the combat calculations. After combat, in the orders phase, the unit has had some time to drink a bit of tea, bandage wounds and reorganize, so the resting value may be higher than it was at the end of combat. The values in combat can be used to ascertain the general condition and strength of the opposition, but fog of war makes it impossible to assume accurate figures.

2) Naval combat. The general situation is now displayed at the beginning of combat. Non-combat task forces will try to disperse and flee, while escorts run interference and engage the enemy task force. Fog, darkness, sea conditions and the lack of knowledge of minefields or other forces in the area can sometimes make full engagement difficult for the combat task force trying to attack a non-combat force. And, although the player can see all the ships in the defending task force, the task force commander may not be able to. Combat task forces will try to engage each other in the most favorable fashion. If possible, they will try to cross the T, that is turn and fire broadsides at the front of the enemy column. If they cannot, they will try to assume the best position. The player should note that non-penetrating hit locations are now displayed and penetrating hits now display a variety of messages, concerning the nature of the damage. The messages are taken from tables assigned to various ship locations and are generic in nature. So, messages saying that the ship is taking on water, for instance, mean damage below the water line has opened the ship to the sea.

3) Air to air. The cloud cover over the general target area is now displayed. This affects the bombing accuracy and the ability of CAP to find the attacking aircraft. The message that the group is climbing to intercept, means it does not have adequate climb rate to engage effectively during that impulse. Higher altitude gains an advantage for both attacking fighters and bombers. The messages that the group is intercepting means it has sufficient altitude and is close enough to attack effectively. The message that LR CAP (long range CAP) is intercepting means some CAP was approaching, while some returned to base and the group is engaging with less effectiveness than if it were all together. The message that the group area CAP is intercepting means that the CAP was spread out over a goodly area and is engaging, like LR CAP, piecemeal. There may also be a group tactic. This is what the group leader is trying to do and may include bouncing, that is attacking from above or with surprise, attacking head on in a slashing attack, maneuvering for a tail attack, gaining the advantage by attacking in formation or engaging, that is just trying to get his planes to shoot at the enemy, however they can. After this last message is displayed, the flights exchange fire. Each group is broken into flights and these are handled separately. Each flight is broken in individual planes and these are handled separately. Cloud cover, the range the attacking group has had to fly, the group leader's characteristics, the relative altitude and the aircraft characteristics, mainly speed and maneuverability help to determine the relative position and conditions under which the individual pilots operate. Similar tactical calculations are made for each pilot. So, although the flight may be at a tactical advantage the pilot may not be able to take advantage of that advantage. When fighters attack bombers, the messages will tell he attacker and direction of attack. On the bomb run, the cloud cover over the specific target is displayed. When bomber formations turn back or fighter formations break off, a message now appears.



Uncommon Valor OOB Changes

Changes thru 31 May 02
1) Revised penetration ratings for the following devices:

# Device Name Type Old Pen. New Pen.
6 6in/50 41YT Gun Naval Gun 200 75
7 5.5in/50 3YT Gun Naval Gun 150 50
8 5.5in/40 QF Gun Naval Gun 150 50
9 5in/50 3YT Gun Naval Gun 150 50
10 4.7in/45 3YT Gun Naval Gun 150 50
21 5in/51 Mk 7 Gun Naval Gun 150 50
22 4in/50 Mk 9 Gun Naval Gun 125 40
23 5in/38 Mk 22 Gun Naval Gun 150 50
24 5in/51 Mk 9 Gun Naval Gun 150 50
25 8in/50 Mk VIII Gun Naval Gun 275 180
26 6in/50 Mk XXI Gun Naval Gun 200 135
27 4.7in/45 QF Gun Naval Gun 150 100
28 4in/45 BL Mk IX Gun Naval Gun 50 35
30 5in/40 Type 89 Gun DP Gun 150 50
31 4.7in/45 10YT Gun DP Gun 150 50
32 3.9in/65 Type 98 Gun DP Gun 100 35
33 3.9in/50 Type 88 Gun DP Gun 100 35
34 3in/60 Type 98 Gun DP Gun 75 25
35 3in/40 Type 88 Gun DP Gun 75 25
36 5in/25 Mk 10 Gun DP Gun 150 50
37 5in/38 Mk 12 Gun DP Gun 150 50
38 3in/50 Mk 10 Gun DP Gun 100 35
39 4in/45 QF Mk V Gun DP Gun 100 65
40 4in/45 QF Mk XIX Gun Naval Gun 50 35
41 4in/45 QF Mk XIX Gun Naval Gun 50 35

2) Corrected W. Halsey (101) rank to admiral for scenarios starting later than 26 Nov 42.
3) Added IJN destroyer Tokitsukaze to scenarios 9 and 13. Changed leader to M. Motokura for scenarios 4, 8, 9, and 13.
4) Modified text description for Tutorial scenario 18. This tutorial should be played “head to head”, as the AI will disband starting TF’s in “computer” mode.
5) Adjusted USN APD Colhoun (1302) for an arrival date at Noumea around 21 July 42.
6) Added Pilot Officer John Gorton, RAAF to 77th RAAF Squadron.
7) Adjusted rating of K. McCullar, leader of 64th BS.
8) Moved S. Sakai to F1/Tainan Daitai.
9) Adjusted arrival dates of APD’s Manley, Colhoun, Gregory, Little, Mckean, and Stringham to historical values.
10) Removed destroyer Athabascan (1293) from database.

Changes thru 12 Jun 02

11) Corrected historical naming convention of RAAF and RNZAF units from, for example, 75th RAAF Squadron to No. 75 Squadron RAAF.
12) Increased manueverability of Ki-43-Ia from 33 to 35. It was at least as manueverable as the A6M2, having lower wing loading and power loading. Increased manueverability of Ki-43-IIa from 33 to 34.
13) Corrected delay errors in airgroups 64, 65, 693 – 696, 701, and 925 found in scenarios 5, 10, and 11.
14) Slightly improved performance of Wildcat F4F-3 relative to F4F-4. Increased max speed from 318 mph – 325, increased climb rate from 1950 – 2200, increase manueverability from 32 – 33, and increased endurance from 300 – 330.
15) Removed erroneous C-47 squadron located at Brisbane in scenario 2.
16) Added depth charge armament to Dorsey, Gamble, Porter, Mahan, Benham, and Benson ship classes.

(in reply to Erik Rutins)
Post #: 64
- 6/14/2002 5:24:31 PM   
msvknight

 

Posts: 85
Joined: 6/9/2001
From: Adelaide, Australia
Status: offline
1) Firstly 1089. I was just making a bit of levity about a game which is pretty good in my opinion.

2) If you hate it so much throw it away. After all you have clearly already got your $50 worth out of it and why keep playing somethingm you clearly hate

3) Don't jump on my back just so that you can get on your soapbox. I didn't appreciate it.

4) I hope you like when someone latches onto something you say and publicly tells you that your comment was stupid. It is easy to hide behind an anonymous name. Or are you really called 1089?

5) Wait for the patch

6) Wait for the patch

7) Mere whinging is not constuctive. Clearly you are not part of the solution, so guess what you are part of?

I'd prefer you didn't reply to me. You already gave me an enormous unsolicited dumping for no reason. Ask yourself the question. What did Michael Knight ever do to me.

(in reply to Erik Rutins)
Post #: 65
- 6/14/2002 5:25:30 PM   
msvknight

 

Posts: 85
Joined: 6/9/2001
From: Adelaide, Australia
Status: offline
PS. I apologise for anybody ELSE that I may have offended here, but this guy's rude response made my blood boil.

(in reply to Erik Rutins)
Post #: 66
Is this correct? - 6/14/2002 6:24:40 PM   
Philbill1

 

Posts: 41
Joined: 2/4/2002
From: UK
Status: offline
6 6in/50 41YT Gun Naval Gun 200 75
27 4.7in/45 QF Gun Naval Gun 150 100
Seems to be a very effective 4.7in gun compared to the 6in/50
which looks a little on the weak side:)
Phil

(in reply to Erik Rutins)
Post #: 67
- 6/14/2002 7:30:03 PM   
Montbrun


Posts: 1498
Joined: 2/7/2001
From: Raleigh, NC, USA
Status: offline
While we're correcting things, here's a couple of misspellings - "Independant" should be "Independent," and "Auxillery" should be "Auxiliary."

Brad

(in reply to Erik Rutins)
Post #: 68
- 6/14/2002 8:06:50 PM   
Marc von Martial


Posts: 10875
Joined: 1/4/2001
From: Bonn, Germany
Status: offline
[QUOTE]While we're correcting things, here's a couple of misspellings - "Independant" should be "Independent," and "Auxillery" should be "Auxiliary." [/QUOTE]

And where exactly are these typos?

_____________________________


(in reply to Erik Rutins)
Post #: 69
- 6/14/2002 8:26:04 PM   
Montbrun


Posts: 1498
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From: Raleigh, NC, USA
Status: offline
"Independant" is in the CV on-board squadron description screen, and "Auxillery" is in the screen describing airfields after recon.

Brad

(in reply to Erik Rutins)
Post #: 70
Routine convoy and troops - 6/14/2002 9:56:47 PM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
Are you doing anything to prevent routine convoys from picking up troops. I've got troops all over the dam place. I run very few routine convoys because of this.

(in reply to Erik Rutins)
Post #: 71
- 6/14/2002 10:44:13 PM   
Sabre21


Posts: 8231
Joined: 4/27/2001
From: on a mountain in Idaho
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Hey since you're adding a few names to the list...how about McHale for PT 73 and Capt Bingamton....the latter ought to get at least a 3 for inspiration...hehe:)

Andy

PS: I figured after all you're guys hard work...someone would of stuck in a little humor here or there.

(in reply to Erik Rutins)
Post #: 72
1089's post's good points - 6/14/2002 10:48:36 PM   
brisd


Posts: 614
Joined: 5/20/2000
From: San Diego, CA
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Hmmm, nowhere in 1089's post is the word "stupid" used (perhaps it was edited later?) Congrats to Mr. Knight on his contribution to UV. Perhaps 1089 might have posted something like "while it is great that you got this small change to the OOB, there are FAR more important issues that need to be addressed in the patch." In that I am in agreement. I LOVE UV and just finished my first campaign game. I don't consider myself a whiner, I like to make constructive comments and have added my input to the buglist. I am patiently awaiting the patch, many good issues (ship to ship combat, crazy mine ops) have been addressed but OOB issues should be the LAST priority rather than first, IMHO. However I understand that such issues are the easiest addressed as it is a simple database change rather than new coding that the real BUGS require.

Not trying to start a flame war, just pointing out that 1089's post is RIGHT ON target on the subject IMHO. Perhaps more tact could be used, something we all could do better including me sometimes. Personally I use IGNORE for those whose posters I consistently find offensive/blatently STUPID but sometimes comments have to made to defend a point. Happy hunting! :cool:

_____________________________

"I propose to fight it out on this line if it takes all summer."-Note sent with Congressman Washburne from Spotsylvania, May 11, 1864, to General Halleck. - General Ulysses S. Grant

(in reply to Erik Rutins)
Post #: 73
Personal Pilots - 6/14/2002 10:52:54 PM   
mogami


Posts: 12789
Joined: 8/23/2000
From: You can't get here from there
Status: offline
Hi, I was going to campaign for a Zero Pilot named "Mogami".
In the battles I designed for the Watchtower Mega campaign
I always had a Zero that would come in and say hello with the pilot named "Mogami" (so the players would remember that battle)
(In MegaCampaign North Afrika I had "Bardia Bill" a large calibur naval gun in honor of WB in 2 of my battles. ("Mogami" in North Afrika is an Italian assault gun)

But I guess I have to settle for that heavy crusier and a transport

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Erik Rutins)
Post #: 74
Issues... - 6/14/2002 11:00:27 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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It's inevitable when you post a list of fixes that folks will get concerned about what's not on the list. I ask you all to remember that we have been carefully monitoring all the forums and writing down your bug reports.

However, there's only so much that can fit in a single patch and priorities have to be set. As I'm sure just about everyone here agrees, UV is generally playable, stable on the vast majority of systems and provides hours of entertainment right out of the box with v1.00. We're committed to making it better and fixing all bugs we missed in testing.

There will be other patches, but at some point we have to draw the line and release this one. That time is approaching, we're just trying to nail down one or two last minute bugs that may have crept in during the patch. We'd rather release a bit later than give you any new "surprises" to contend with.

I should also add that programming and OOB fixes are generally completely separated. Rich works on the OOB fixes while other folks do the programming. Mike is working as fast as he can to shorten the list of requests for programming while Rich does the same for OOBs. Therefore, if you see an OOB error fixed that was posted after the programming error you noted, it means nothing.



Hang in there folks, just have fun and the patch will be here as quickly as possible.

Best Regards,

- Erik

_____________________________

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 #: 75
- 6/14/2002 11:34:35 PM   
1089

 

Posts: 210
Joined: 7/4/2001
From: Portland, OR
Status: offline
[QUOTE]Originally posted by Michael Knight
[B]1) Firstly 1089. I was just making a bit of levity about a game which is pretty good in my opinion.

2) If you hate it so much throw it away. After all you have clearly already got your $50 worth out of it and why keep playing somethingm you clearly hate

3) Don't jump on my back just so that you can get on your soapbox. I didn't appreciate it.

4) I hope you like when someone latches onto something you say and publicly tells you that your comment was stupid. It is easy to hide behind an anonymous name. Or are you really called 1089?

5) Wait for the patch

6) Wait for the patch

7) Mere whinging is not constuctive. Clearly you are not part of the solution, so guess what you are part of?

I'd prefer you didn't reply to me. You already gave me an enormous unsolicited dumping for no reason. Ask yourself the question. What did Michael Knight ever do to me. [/B][/QUOTE]


I apologize. I didn't intend to offend you. Your post was the last in the list and I was trying to ask about the bugs that I have patiently listed, to see if there was anything to be done for them. I thought I was responding with levity also, but at 3 in the morning, I guess I didn't do so well. I like the game also as I have stated over and over.

As for your last point, sorry, but I felt a reply to your post was necessary.

kp

_____________________________

The Earth is but a hollow nougat, reverberating with the sounds of the big bands... :cool:

(in reply to Erik Rutins)
Post #: 76
- 6/14/2002 11:41:15 PM   
1089

 

Posts: 210
Joined: 7/4/2001
From: Portland, OR
Status: offline
[QUOTE]Originally posted by David Heath
[B]Hi KP

Well I do not want you to think we done nothing in the last three weeks since the release. Here is what will be address in the official v1.10 patch. We are hoping either today or Monday to release it. We then will be address other items for the next patch.

[/B][/QUOTE]

Hi David--

Thanks. I did not think you had done nothing. I apologize for the way my post must have sounded, judging from Michael Knight's response. I was really only trying to find out if those issues that I have brought up before were going to be addressed, since I have had no responses indicating that they were. I should have asked in a more straightforward way, instead of try to be ironic at 3 in the morning.

kp

_____________________________

The Earth is but a hollow nougat, reverberating with the sounds of the big bands... :cool:

(in reply to Erik Rutins)
Post #: 77
? - 6/14/2002 11:41:15 PM   
Philbill1

 

Posts: 41
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From: UK
Status: offline
I have to admit 1089 I dont know what the fuss was about
As I saw nothing offensive in your post.
Phil

(in reply to Erik Rutins)
Post #: 78
- 6/14/2002 11:46:32 PM   
Spooky


Posts: 816
Joined: 4/1/2002
From: Froggy Land
Status: offline
Yep, all these posts prove only one thing : UV can lead to some very serious sleep deprivation :D .... and the patch is not yet out !

Maybe Matrix should add a warning sign on the box :rolleyes:

Spooky

(in reply to Erik Rutins)
Post #: 79
- 6/15/2002 5:04:55 AM   
Philbill1

 

Posts: 41
Joined: 2/4/2002
From: UK
Status: offline
So Erik, It looks like Monday:D
Phil

(in reply to Erik Rutins)
Post #: 80
Hm. - 6/15/2002 5:10:11 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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Hang on, we work late... ;)

Regards,

- Erik

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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 #: 81
- 6/15/2002 5:18:00 AM   
Philbill1

 

Posts: 41
Joined: 2/4/2002
From: UK
Status: offline
You also respond very quickly!
You guys amaze me:D
Phil
PS May I suggest you start a section for our wives to chat on
then I can play even more while the wife does what she does best:D

(in reply to Erik Rutins)
Post #: 82
- 6/15/2002 5:19:07 AM   
Sinjen


Posts: 113
Joined: 3/22/2002
From: Florida
Status: offline
woohoo we are all checking here regularly. :) Glad to see there is still hope for a weekend PBEM. All my opponents have ceased producing turns till its out. They all want to start new except Mogami who gave me the option, being the officer and gentleman that he is.

(in reply to Erik Rutins)
Post #: 83
- 6/15/2002 7:26:41 AM   
silkworm

 

Posts: 135
Joined: 8/18/2000
From: Walnut Creek, CA
Status: offline
Erik, Mike et. al.

If this could be any encouragement..

I LOVE YOU GUYS WITH ALL MY HEART! :D :D :D

(in reply to Erik Rutins)
Post #: 84
- 6/15/2002 7:52:14 AM   
dgaad

 

Posts: 864
Joined: 7/25/2001
From: Hockeytown
Status: offline
[QUOTE]Originally posted by silkworm
[B]Erik, Mike et. al.

If this could be any encouragement..

I LOVE YOU GUYS WITH ALL MY HEART! :D :D :D [/B][/QUOTE]

I really hope this *ISN'T* taken as encouragement.

Not that there's anything wrong with that.

:D

_____________________________

Last time I checked, the forums were messed up. ;)

(in reply to Erik Rutins)
Post #: 85
- 6/15/2002 8:06:52 AM   
silkworm

 

Posts: 135
Joined: 8/18/2000
From: Walnut Creek, CA
Status: offline
love these guys like my comrade cadre.. :D

(in reply to Erik Rutins)
Post #: 86
- 6/15/2002 8:08:49 AM   
silkworm

 

Posts: 135
Joined: 8/18/2000
From: Walnut Creek, CA
Status: offline
I'd do banzai for you guys for sure.. (if it doesn't hurt)

(in reply to Erik Rutins)
Post #: 87
- 6/15/2002 10:48:30 AM   
Ardle

 

Posts: 93
Joined: 9/15/2000
From: Hiroshima, Japan
Status: offline
[QUOTE]Originally posted by silkworm
[B]I'd do banzai for you guys for sure.. (if it doesn't hurt) [/B][/QUOTE]

I think Silkworm's had one too many jars of [I]sake[/I] ;)

_____________________________

"You one of those right wing nut outfits?" inquired the diplomatic Metzger.
Fallopian twinkled. "They accuse us of being paranoids."
"They?" inquired Metzger, twinkling also.
"Us?" asked Oedipa.

(in reply to Erik Rutins)
Post #: 88
- 6/15/2002 11:27:43 PM   
Mike Wood


Posts: 2095
Joined: 3/29/2000
From: Oakland, California
Status: offline
Hello...

Thanks, Brad. The latter was fixed in the this patch and the former will be in the next patch.

Bye...

Michael Wood
________________________________________________

[QUOTE]Originally posted by Brad Hunter
[B]"Independant" is in the CV on-board squadron description screen, and "Auxillery" is in the screen describing airfields after recon.

Brad [/B][/QUOTE]

(in reply to Erik Rutins)
Post #: 89
- 6/15/2002 11:29:14 PM   
Mike Wood


Posts: 2095
Joined: 3/29/2000
From: Oakland, California
Status: offline
Hello...

Your input was greatly appreciated.

Thanks...

Michael Wood
Lead Programmer,
Matrix Games
________________________________________________
[QUOTE]Originally posted by Michael Knight
[B]I don't care about all your empirical arguments. The thing I noticed was that Matrix is adding Flt Lt Gorton of 77 Squadron. With apologies to anyone else who may have mentioned it, it seems they are applying MY suggestion.

This means that 1 billionth of this game was created because of my input (hysterical laughter).......

I've never influenced a game design before.

Thanks Matrix. I'm stoked.


:D [/B][/QUOTE]

(in reply to Erik Rutins)
Post #: 90
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