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AE Patch II? - 9/25/2009 5:09:42 PM   
pad152

 

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I don’t know what is scheduled for patch 2 but, here are some requests.

AE Requests for patch II
I believe the following changes will help make AE more manageable for the player.

HQ’s
1. Some method to determine if a unit (LCU, Air group, etc.) is receiving the benefits of a HQ.
2. Fix the command structure, so each HQ shows up in the list of HQ’s. (Combined Fleet, 6th Fleet are just some of the HQ’s that don’t show up). The current HQ command structure doesn't seem historical.

Industry & Production
3. Change color of city/factory name if turned off or out of supply and/or a list of factories that are turned off/out of resources.
4. Make aircraft and engine factories more scalable, just doubling the size of a factory just doesn’t work in AE because of the limit resources. It’s too easy to crash the Japanese economy doubling a factory.
5. Show the short and long term costs for increasing a factory, there is no way to determine the cost of increasing a factory, show the increase in Hi, resources, fuel.
6. Undo command for changing a factory, so you see the cost of the increase before committing a change to increase.
7. Show Daily/Monthly/Year to Date totals of Hi, supply, resources, oil, fuel. The player should not have to rely on third party apps, the info should be in the game.

Pilot Management
8. Method to return pilots to pilot pool, some air groups have excess pilots and there is no way to return them. This would also allow an training air groups to send trained pilots back to the pool if/when needed.

Pilot Training
9. Increase the speed of pilot training, it's too slow after patch 1 and is now useless for shorter scenarios.

Land Units
10. The game shows destroyed Air groups, ships, but not land units, add land units.
11. Show the name of LCU's lost even if the whole LCU is not destoryed, when ships are sunk in the ops and/or combat report.
12. Show the name of LCU's in a different color in the list of land units, that are less then 50% of their TOE.

Subs
13. Allow option for subs to carry troops, either with the editor or game option. (patch1 eliminated troops to be carried by subs)


< Message edited by pad152 -- 10/4/2009 4:21:38 PM >
Post #: 1
RE: AE Patch II? - 9/25/2009 5:43:07 PM   
scott64


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Spend PP to resurrect sunk ships

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Post #: 2
RE: AE Patch II? - 9/25/2009 6:39:28 PM   
Xenocide

 

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Add a Harry Turtledove Alien Invasion scenario.

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Post #: 3
RE: AE Patch II? - 9/25/2009 7:41:22 PM   
USSAmerica


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quote:

ORIGINAL: Xenocide

Add a Harry Turtledove Alien Invasion scenario.


I'm still fighting off one in CHS world.

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"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

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Post #: 4
RE: AE Patch II? - 9/25/2009 7:50:16 PM   
oldman45


Posts: 2320
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quote:

ORIGINAL: scott1964

Spend PP to resurrect sunk ships


I don't think that is too far fetched if the ship shinks in a shallow port like PH.

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Post #: 5
RE: AE Patch II? - 9/25/2009 8:02:48 PM   
Q-Ball


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quote:

ORIGINAL: scott1964

Spend PP to resurrect sunk ships





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Post #: 6
RE: AE Patch II? - 9/25/2009 9:54:39 PM   
Marty A

 

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quote:

ORIGINAL: oldman45


quote:

ORIGINAL: scott1964

Spend PP to resurrect sunk ships


I don't think that is too far fetched if the ship shinks in a shallow port like PH.


How many pps to fix arizona? blown into 3 pieces less effort to build iowa than fix arizona. leave dead ships dead.

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Post #: 7
RE: AE Patch II? - 9/25/2009 11:06:01 PM   
oldman45


Posts: 2320
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What would you call the west virginia? You are right though PP's are a bad choice but I always thought there should be a system to raise ships that are in port that sink. Several of the ships in Pearl would be considered sunk by AE standards but were raised and eventually rejoined the fleet.

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Post #: 8
RE: AE Patch II? - 9/25/2009 11:28:51 PM   
afspret


Posts: 851
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From: Hanahan, SC
Status: offline
The RNZN CLs Leander & Achilles start Scen's 1 & 2 with Ensigns as commanders (as well as the TF CO). They are showing Ensign for the CO ranks in the data bases as well.

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Post #: 9
RE: AE Patch II? - 9/26/2009 12:22:09 AM   
joey


Posts: 1408
Joined: 5/8/2004
From: Johnstown, PA
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quote:

ORIGINAL: pad152

I don’t know what is scheduled for patch 2 but, here are some requests.

AE Requests for patch II
I believe the following changes will help make AE more manageable for the player.

HQ’s
1. Some method to determine if a unit (LCU, Air group, etc.) is receiving the benefits of a HQ.
2. Fix the command structure, so each HQ shows up in the list of HQ’s. (Combined Fleet, 6th Fleet are just some of the HQ’s that don’t show up). The current HQ command structure doesn't seem historical.

Industry & Production
3. Change color of city/factory name if turned off or out of supply and/or a list of factories that are turned off/out of resources.
4. Make aircraft and engine factories more scalable, just doubling the size of a factory just doesn’t work in AE because of the limit resources. It’s too easy to crash the Japanese economy doubling a factory.
5. Show the short and long term costs for increasing a factory, there is no way to determine the cost of increasing a factory, show the increase in Hi, resources, fuel.
6. Undo command for changing a factory, so you see the cost of the increase before committing a change to increase.
7. Show Daily/Monthly/Year to Date totals of Hi, supply, resources, oil, fuel. The player should not have to rely on third party apps, the info should be in the game.

Pilot Management
8. Method to return pilots to pilot pool, some air groups have excess pilots and there is no way to return them. This would also allow an training air groups to send trained pilots back to the pool if/when needed.

Pilot Training
9. Increase the speed of pilot training, it's too slow after patch 1 and is now useless for shorter scenarios.

Land Units
10. The game shows destroyed Air groups, ships, but not land units, add land units.
11. Show the name of LCU's lost even if the whole LCU is not destoryed, when ships are sunk in the ops and/or combat report.
12. Show the name of LCU's in a different color in the list of land units, that are less then 50% of their TOE.






I second numbers 2 and 8 above. Number 8 is the most critical in my opinion.

(in reply to pad152)
Post #: 10
RE: AE Patch II? - 9/26/2009 12:23:10 AM   
Terminus


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quote:

ORIGINAL: scott1964

Spend PP to resurrect sunk ships


Not possible.

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Post #: 11
RE: AE Patch II? - 9/26/2009 12:28:17 AM   
JeffroK


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1)      In Vanilla AE, the USN could do the first upgrade to their CV's and receive VBF sqns wih Corsairs in mid 42.

I disbanded both (thinking this was causing the CTD)

After patching, I now notice them returning in 14 days (early 43) with their '44 model Corsairs.

2)      I have 2 x Dutch and 2 x Filipino Air units on the reinforcement schedule, seemingly stuck at the 2-7 day mark and due to arrive at UK, Karachi, San Fran.   Will they ever come back?


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Post #: 12
RE: AE Patch II? - 9/26/2009 12:30:25 AM   
Marty A

 

Posts: 213
Joined: 8/7/2009
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quote:

ORIGINAL: oldman45

What would you call the west virginia? You are right though PP's are a bad choice but I always thought there should be a system to raise ships that are in port that sink. Several of the ships in Pearl would be considered sunk by AE standards but were raised and eventually rejoined the fleet.


December 8 game in ae is at 95 float damage 77 major. in witp game december 8 has it at 99 system damage. this damage at sea would sink this ship. this damage in port does not. california has same damage in both games. that say to me it sitting on bottom of port. sink ship in port like arizona means keel broken or other damage that can not repair = sink. full of water sitting on bottom with damage that can fix is not sink. so sink in game in port means no fix.

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Post #: 13
RE: AE Patch II? - 9/26/2009 1:46:01 AM   
bklooste

 

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quote:

Spend PP to resurrect sunk ships


This is a really good suggestion and the code should already be there with the old returning carriers. Note Japan re-floated some ships in Japan in 44-45 as well . Prob should be restricted to lvl 9 ports.

Big Change though is Pearl should now sink 5-6 BBs on average. Would really change the ahistoric Pearl loitering as well.


(in reply to scott64)
Post #: 14
RE: AE Patch II? - 9/26/2009 2:05:05 AM   
rockmedic109

 

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

ORIGINAL: bklooste

quote:

Spend PP to resurrect sunk ships


This is a really good suggestion and the code should already be there with the old returning carriers. Note Japan re-floated some ships in Japan in 44-45 as well . Prob should be restricted to lvl 9 ports.

Big Change though is Pearl should now sink 5-6 BBs on average. Would really change the ahistoric Pearl loitering as well.



As Terminus says, it can't be done.

And I think that it is actually modelled in the game, if not stated as such. With 80 Sys damage and 80 Major Flotation damage, the ship will stay in PH for a long time. If it is sent to SF it will sink on the way. So it has to remain at PH repairing till such a time as it can be refloated {Sys and Major Flotation repaired to such a level that it can be sent somewhere without sinking}.

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Post #: 15
RE: AE Patch II? - 9/30/2009 7:32:53 PM   
Ftroop6

 

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Being a history junkie I would like to see the program keep track of the regiments of each division.  I do not like to see regiments A, B & C when a division is broken down.  Seems like a small thing to keep in the database.  Maybe show the regiment/division such as: "5th Marine Regt/1st MarDiv"

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Post #: 16
RE: AE Patch II? - 9/30/2009 7:40:28 PM   
Barb


Posts: 2503
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From: Bratislava, Slovakia
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Ftroop6:
I think this was one of the things already asked when AE was in design. If I could place a bet, I would say it will require major rewrite of the code - or WITP II.. 

But it could be very nice feature...


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Post #: 17
RE: AE Patch II? - 9/30/2009 10:38:22 PM   
Montrose


Posts: 72
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Status: offline
Something that's bugged me forever since waaay back in WitP. I hope it would be easy for implementation too.

When you click on a heading of a list (eg 'Ship Name') to sort the list by that criteria - PLEASE PLEASE PLEASE stop the scroll bar going to the middle of the list. It should default to the top of the list, to save more tedious scrolling. Hope that makes sense.

This is my first post on here for donkey's years. A big 'Hi!' to you all, and kudos to the devs for a reinvigorating a great game and making it even better.

< Message edited by Montrose -- 9/30/2009 10:40:34 PM >


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Post #: 18
RE: AE Patch II? - 9/30/2009 10:43:57 PM   
Crimguy


Posts: 1409
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From: Cave Creek, AZ
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Hi! I agree 100%. Sorting is prescient in Witp in that it always puts you on the opposite end of the list you want to be.
quote:

ORIGINAL: Montrose

When you click on a heading of a list (eg 'Ship Name') to sort the list by that criteria - PLEASE PLEASE PLEASE stop the scroll bar going to the middle of the list. It should default to the top of the list, to save more tedious scrolling. Hope that makes sense.



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Post #: 19
RE: AE Patch II? - 9/30/2009 11:47:14 PM   
Bradley7735


Posts: 2073
Joined: 7/12/2004
Status: offline

quote:

ORIGINAL: pad152

I don’t know what is scheduled for patch 2 but, here are some requests.

AE Requests for patch II
I believe the following changes will help make AE more manageable for the player.

HQ’s
1. Some method to determine if a unit (LCU, Air group, etc.) is receiving the benefits of a HQ.
2. Fix the command structure, so each HQ shows up in the list of HQ’s. (Combined Fleet, 6th Fleet are just some of the HQ’s that don’t show up). The current HQ command structure doesn't seem historical.

Industry & Production
3. Change color of city/factory name if turned off or out of supply and/or a list of factories that are turned off/out of resources.
4. Make aircraft and engine factories more scalable, just doubling the size of a factory just doesn’t work in AE because of the limit resources. It’s too easy to crash the Japanese economy doubling a factory.
5. Show the short and long term costs for increasing a factory, there is no way to determine the cost of increasing a factory, show the increase in Hi, resources, fuel.
6. Undo command for changing a factory, so you see the cost of the increase before committing a change to increase.
7. Show Daily/Monthly/Year to Date totals of Hi, supply, resources, oil, fuel. The player should not have to rely on third party apps, the info should be in the game.

Pilot Management
8. Method to return pilots to pilot pool, some air groups have excess pilots and there is no way to return them. This would also allow an training air groups to send trained pilots back to the pool if/when needed.

Pilot Training
9. Increase the speed of pilot training, it's too slow after patch 1 and is now useless for shorter scenarios.

Land Units
10. The game shows destroyed Air groups, ships, but not land units, add land units.
11. Show the name of LCU's lost even if the whole LCU is not destoryed, when ships are sunk in the ops and/or combat report.
12. Show the name of LCU's in a different color in the list of land units, that are less then 50% of their TOE.




I totally agree with 10. Please add it in.
Also, please take out damaged/lost planes from the ops report. They completely flood the report to make it tedious to look at. I would also like to see ship/plane spotting reports in a 2nd report. I really look at the ops report for ship/troop/squadron reinforcements, lost ships, port/AF expansions and ship repair info. The rest is just filler that I need to visually blank out.

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Post #: 20
RE: AE Patch II? - 10/1/2009 12:44:29 AM   
SuluSea


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quote:

I really look at the ops report for ship/troop/squadron reinforcements, lost ships, port/AF expansions and ship repair info. The rest is just filler that I need to visually blank out.


I'm at the opposite side on this, I want more information.


I like the garrison idea but in a perfect world I'd like to see the garrison model tweaked. Two things in particular stand out for me-

Not a big fan of an allied sir robin and the japanese showing up to a wrecked city.
Seems like the Japanese should have to use a higher garrison ratio in China than the Chinese.



quote:

Pilot Training
9. Increase the speed of pilot training, it's too slow after patch 1 and is now useless for shorter scenarios.


To me patch 1 looks much more realistic than the first version, which is still much faster than the japanese pilots moved through their training system in reality.





< Message edited by SuluSea -- 10/1/2009 3:34:02 AM >


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RE: AE Patch II? - 10/1/2009 3:27:26 AM   
Jonathan Pollard


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It may not require too much code to automatically convert torpedo hits into bomb hits against the ships at PH that were torpedo-proof on Dec. 7 such as the Maryland.

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Post #: 22
RE: AE Patch II? - 10/1/2009 5:43:02 AM   
Pascal_slith


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quote:

ORIGINAL: Jonathan Pollard

It may not require too much code to automatically convert torpedo hits into bomb hits against the ships at PH that were torpedo-proof on Dec. 7 such as the Maryland.


I even had a torpedo hit on the Pennsylvania at PH. Since when were torpedoes able to enter an empty (of water) drydock?

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Post #: 23
RE: AE Patch II? - 10/1/2009 6:03:18 AM   
Alikchi2

 

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Hoo boy, that would require a LOT of code, actually.

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Post #: 24
RE: AE Patch II? - 10/1/2009 6:30:31 AM   
Bradley7735


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Making ships in a shipyard (drydock) immune to torpedo attacks? I don't know how much code that'd be, but I think it's worth putting in.

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Post #: 25
RE: AE Patch II? - 10/1/2009 7:17:56 AM   
tigercub


Posts: 2004
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Make aircraft and engine factories more scalable, just doubling the size of a factory just doesn’t work in AE because of the limit resources. It’s too easy to crash the Japanese economy doubling a factory.this one for the japs is needed the rest i like 2 but what the guys can do and will do for the patch 2  we can only hope.

Tiger!


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Post #: 26
RE: AE Patch II? - 10/1/2009 10:27:56 AM   
Sonny II

 

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quote:

ORIGINAL: Pascal


quote:

ORIGINAL: Jonathan Pollard

It may not require too much code to automatically convert torpedo hits into bomb hits against the ships at PH that were torpedo-proof on Dec. 7 such as the Maryland.


I even had a torpedo hit on the Pennsylvania at PH. Since when were torpedoes able to enter an empty (of water) drydock?



Ever watch McHale's Navy?

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Post #: 27
RE: AE Patch II? - 10/1/2009 10:50:42 AM   
n01487477


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quote:

ORIGINAL: tigercub

Make aircraft and engine factories more scalable, just doubling the size of a factory just doesn’t work in AE because of the limit resources. It’s too easy to crash the Japanese economy doubling a factory.this one for the japs is needed the rest i like 2 but what the guys can do and will do for the patch 2  we can only hope.

Tiger!


While true, and scalability would be great, you could always stop repairs at the desired level...

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Post #: 28
RE: AE Patch II? - 10/1/2009 11:15:01 AM   
TerryHoax

 

Posts: 11
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quote:

ORIGINAL: pad152

10. The game shows destroyed Air groups, ships, but not land units, add land units.
11. Show the name of LCU's lost even if the whole LCU is not destoryed, when ships are sunk in the ops and/or combat report.




Yes, my wish, too!! Also Aircrafts loaded on lost ships (or a chance to see every cargo, that was on a sunken ship in the ship list *.


*only for my own ships, not enemy

< Message edited by TerryHoax -- 10/1/2009 11:16:21 AM >

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Post #: 29
RE: AE Patch II? - 10/1/2009 3:24:10 PM   
bklooste

 

Posts: 1104
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quote:


As Terminus says, it can't be done.

And I think that it is actually modelled in the game, if not stated as such. With 80 Sys damage and 80 Major Flotation damage, the ship will stay in PH for a long time. If it is sent to SF it will sink on the way. So it has to remain at PH repairing till such a time as it can be refloated {Sys and Major Flotation repaired to such a level that it can be sent somewhere without sinking}.


Anything in software its possible so its more it wont be done rather than cant , i would have thought the old respawn code could be used.

Its not modeled at all , a ship with 80 float damage like the New Orleans or the Essex Franklin is out of action for a long time it has nothing to do with teh fact it was in a port or not . Note it wasn't just the US who re-floated ships the Japanese re-floated quite a lot as well in 44 - 45 as well as the Chinese Cruiser before the war.

5 of the ships at Pearl if sunk in blue Waters would never have come back and that's not modeled. Remember these ships rolled/were on the bottom thats not 80 sys thats 150 sys. If the game doesn't model refloats the combat result should be 6 BB ships sunk on average else the combat engine is wrong.

However there could be some if ship gets > 80 damage then divide future damage by 10 when in size 9 port code but i doubt it.



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