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New v1.094b Public Beta Now Available!

 
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New v1.094b Public Beta Now Available! - 11/25/2009 5:14:48 PM   
Erik Rutins

 

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

The v1.094b Public Beta, which is a candidate for the second official update for Admiral's Edition, is now available in our Members Club. You need to register your copy of AE in the Members Club (the link for which is in our top navigation bar) and then click on Private Downloads once logged in there to access this update.

This will update any previous version of WITP AE to v1.094b Beta. Please make sure that you note that you are running the v1.094b Beta when posting any feedback or any questions related to this build.

The change list is quite extensive.

v1.00.94b Public Beta - November 23, 2009

IMPORTANT: Please also read the new “Interface Addendum” and the “Pilot Management Addendum” which have been added to your Documentation shortcut sub-folder and can also be found in your /Manuals installation sub-directory. These two documents contain very important information on improvements and changes in these areas.
• Code Changes
1. Interface Improvement: New Screen for Industrial Management
2. Gameplay Change: Air transport mission was using all ready planes. Now the number of available planes for the mission will be adjusted by the rest/training percent as on other missions.
3. Excess aircraft now returned to the aircraft pool, if possible, when a group downsizes
4. Reduced maximum ranks for USAAF groups’ pilots. Also allows more leaders to show in change command list
5. Gameplay Change: Torpedo training for groups is now dependent on the ‘Use Bombs’ flag rather than the altitude setting
6. Gameplay Change: Full base screen now show the consistent over-stacked AF indicator ‘*’
7. Pilots who are captured or killed were still being counted in some group totals. They are now removed from group’s pilot count, but still available for ‘Top pilots’.
8. Interface Improvement: The buttons in the lower panel of the main screen have been improved. With the mouse over the icons on the far left, the number of groups, task forces or LCUs at the base is shown. Added a previous page button when there are more than 26 of those items (i.e. more than 2 ‘pages’) present in the hex. The tooltips sometimes were corrupted when other screens were displayed on the map and the bottom panel was still active. This has been corrected.
9. It is now possible to repair planes in excess of the group’s size
10. Gameplay Change: Adjustments made to air skill in training and combat. Skill training is incremental. Points are accumulated and once a certain level is reached, a point is added to the skill. The cutover level is the current skill level; so as the skill level increases, it takes more accumulated points to reach the next level. Combat gains points faster than training, and combat is required to reach 70+ skill levels.
Experience levels behave similarly with the one exception. If the Experience level is higher than the best skill by more than 5, a skill based on the group’s mission gains the accumulated points instead.
11. AI improvement to include more checking of TFs for lack of aircraft, sorties, damage, ammo and return to base if required
12. AI Aircraft production will now stop based on comparison with on map aircraft totals
13. Gameplay Change: Malaria effects adjusted
14. Fixed bug preventing port construction in certain cases
15. Fixed bug preventing combat engineers from building
16. AI improvement refining settings for LCU attack levels
17. Corrected unit TOE loading bug
18. Correct bug setting default morale and experience when not provided by editor
19. AI additional checks for level bomber base sizes
20. Numerous supply tracing improvements
21. Numerous supply/resource movement improvements
22. Corrected several land unit fragment bugs.
23. Adjustments to TF merge function. TFs may fail to merge if the “meeting” TF arrives at the destination of the “met” TF before the “met” TF does. Also adjust meeting process to reduce chances that the meeting will not take place until one or the other TF reaches the “met” TF destination. Also correct a problem TF could “merge” with a TF that no longer exists under certain rare circumstances.
24. Corrected bug preventing formation of TFs at level-0 port. This was due to lack of docks at a level 0 port and the standard practice of creating TFs as docked to facilitate fueling/arming/loading of ships in the TF. Newly formed TFs will continue to be docked if the port has the dock space for them, but will auto-undock when adding a ship to the TF causes it to exceed the port capacity.
25. Adjustments to naval retreat determination. TFs retreating after combat will now be less likely to retreat to hexes containing other enemy forces and be more likely to retreat toward a friendly base.
26. Interface Improvement: Change to the “set all …” buttons on ship based air units: it is possible to set aircraft or type in (a) the hex or (b) a TF. Or if the ship is disbanded in port, (c) ships in port (disbanded).
27. Interface Improvement: Implement search arc drawing on map
28. Corrected torpedo rearming bug. Correct restrictions that prevented partial rearming, ensure partial rearming is in full mount increments, and adjust ops usage according.
29. Fixed naval support availability bug. Naval Support in HQ units that were actually at a base were incorrectly excluded from Naval Support totals at that base. This was due to an error in calculation of Naval Support availability over HQ Command radius.
30. Corrected LCU fragment TF load issues. A TF set to load a land unit at one location could improperly interact with fragments of the same parent that were at other locations and had been previously loaded by either the TF or one of the ships currently in the TF or, if the load required multiple days, when unloading of other fragments of the same unit caused and automatic switch of a fragment to the prime unit.
31. Corrected bug to allow repair of damaged devices even if ship has no other damage. Previously repair of all system/floatation/engine damage would terminate repair of a ship that also had a damaged device (weapon, radar, etc). Damaged weapons will now prevent full repair of systems damage and may “create” small amounts of system damage to keep the ship eligible for repairs. Note that this may have the affect of small amounts Systems damage being not repairable at a location where it normally would be repairable if that location can not also repair the damaged devices(s).
32. Interface Improvement: Changed Allied aircraft replacement display to show nation of aircraft
33. Corrected several menu bugs
34. Corrected TF pick up bug. Multiple small errors could prevent successful pick up of land units by TFs.
35. Interface Improvement: Add “undo” for ships being transferred during ship transfer. Previous undo only functioned properly for ships being transferred into the selected TF. Provided undo for ships transferred out of the selected TF.
36. Corrected bug causing ships to move in excess of maximum speed when in a TF that is following another TF that is beyond the player-set follow distance.
37. Change ship based aircraft repairs to be by plane, instead of by group
38. Interface Improvement: Made air group screen larger to reduce clutter
39. Gameplay Change: Adjustments to supply consumption by land units
40. Change to AI shock attack determination
41. Improve AI awareness of intel on nearby enemy LCU
42. Gameplay Change: Changes to AI LCU upgrades on “Historical” level
43. Gameplay Change: Changes to AI production on “Historical” level
44. Improvements to save file process to reduce chance for file corruption, especially by deleting the old save before writing the new one
45. Interface Improvement: Auto set the filter to skip over Soviet ships if not active
46. Improvements to refueling calculations and processes. Ships are more likely to fuel from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming sources for the “from port” and “at sea” variations.
• Replenish from Port will now use the available fuel/supply at the port and on all replenishment ships disbanded into the port. For those disbanded into the port, only the fuel/supply cargo of fuel ships, ammo ships, and tenders will be used. Tenders must be of the appropriate type for the ship being replenished. Note that port facilities are used in preference and ships in the port are only used if the port is not able to completely replenish the ships in the TF.
• Replenishment at Sea when the TF is in the same hex as a friendly base will now use all ships in TFs in the same hex but will no longer use ships disbanded into a port in the hex.
47. Interface Improvement: Add new map icons to highlight certain events
48. Gameplay Change: Allow ship withdrawals at any on map level-9 port and some smaller ports with no enemy nearby. Ships can always be withdrawn from any off-map port or from any TF that is currently off map. Ships that are not badly damaged can be withdrawn from some on-map ports or from TFs in certain on-map regions. For on map, ship may not be on fire, total damage may not exceed 99 and no individual damage type (system, floatation, engine) may exceed 50. Ships may not be withdrawn from any on-map location where the enemy has air superiority. The intent is to prevent withdrawal as a method of saving a ship that stands a good chance of being lost or further damaged. On map withdrawal ports are set based on the historical exit locations for ships leaving the Pacific:
1. Any level 9 port.
2. National home ports of the United States, Canada, India, Australia, and New Zealand (with no port level requirement)
3. Any level 7 or larger port on the US or Canadian West Coast.
4. Any level 7 or larger Indian port East of Ceylon (including Ceylon itself)
5. Any level 7 or larger port in South Eastern Australia, plus Perth.
6. Any level 7 or larger port in New Zealand.
49. Changes to ship sunk FoW. When a ship is being falsely reported as sunk in place of another ship actually sunk, the data for the two ships could be mixed. Depending on circumstance, this might result in one or even both ships being reported as sunk.
50. Corrections to calculations of AA, ASW, Gun and Torp ammo for display on TF and TF list screens. The calculation will continue to show the remaining ASW capability (i.e. only ships with ammo remaining) but the percentage of ASW ammo remaining is now based on full load for all ships in the TF.
51. Resupply capacity for bases added to editor
52. Fix for disbanding of Command HQs to prevent inadvertent release of restricted units
53. Adjustment to AI unit planning level based on AI difficulty
54. Ensure minefields are created for proper player when a single TF lays multiple types of mines. Player of minefield properly set when first mine type laid by a given minelayer but a similar check was missing when the TF contained minelayer(s) with two different types of mines.
55. Gameplay Change: Change to partisan effects. Only port and AF are damaged and 10% loss of supply and fuel, and 1 VP and no supply movement into or through hex for owning player, if partisans attack and cause damage.
56. Gameplay Change: Movement rates for clear and desert changed to 25 for mechanized units
57. Gameplay Change: Land combat effects toned down
58. Ensure AI captures empty bases
59. Gameplay Change: Allowed groups on disbanded ships to do training missions to save from moving them ashore. Training from disbanded ships does not increase the pilot mission count.
60. Changed the autosave file name to pwae_#<scenario number>_<game date>.pws in order to help identification of saves
61. Gameplay Change: Improvements to Pilot Management System (see separate “mini-manual”)
62. Gameplay Change: Placed limits on glide bombing altitudes. A TD/DB/FB/F group must be at 10-20K altitude to perform glide bombing, otherwise it is a normal level bombing attack. Groups were at maximum altitude and conducting glide bombs attack, sometimes without engaging CAP or flak.
63. Changes in order to standardize inactive Soviet group’s training options;
64. Interface Improvement: Added pilot select mode (auto/manual) to group lists (see Pilot Management for more details). The number of pilots on the group lists is RED if less than the number of ready planes in the group, indicating a shortage of pilots. This shortage may be filled automatically or manually for a mission based on the pilot select mode.
65. Corrected issues with group destruction on scuttled or sunk ships and groups on withdrawing ships
66. Gameplay Change: More superstructure and fewer deck hits in Naval Combat at close range
67. Gameplay Change: Greater weighing of crew experience in surface combat
68. Gameplay Change: Limited radar directed fire, increasing over time
69. Gameplay Change: Revised weather and spotting, resulting in fewer surface combats at 1000 yards
70. Gameplay Change: PT Boats less likely to attack in daylight
71. Gameplay Change: Submarines less likely to be hit in deep water, more likely to be hit in ports and rivers
72. Gameplay Change: Submarine captain ratings have more influence on Submarine performance
73. Torpedo hits on escorts not showing in combat report bug fixed
74. Gameplay Change: Aerial ASW less powerful in early war
75. Pilots still flying planes from sunken ships were treated as losses, resulting in any diverted fragments having planes but no pilots. Pilots still flying planes are now ignored for sinking ship purposes until their plane lands.
76. Group transfers in off-map bases from a ship in the base hex to the base itself were being delayed ‘4’ days. There should be no delay.
77. Scenario Design: Aircraft can be added to convoys, which will be added to pool when the convoy disbands.
78. Gameplay Change: The kamikaze activation range has been changed from 15 to 20 hexes. The range was not changed when the game scale was changed.

• Naval Data Changes
1. Added cargo capacity to AVs, AVDs, AVPs, and CSs.

Class
Scen 001, 002, 006 (007, 008, 009)
0021 – Australia – correct weapon facing
0418 – Helena – correct tower armor from 0 to 125
0767, 0769 – Chevreuil – correct endurance and fuel
0770, 0771 – Duguay Trouin – correct weapon facing
0772, 0773 – L’Adroit – correct endurance and fuel
0774, 0775 – Fantasque – correct endurance and fuel
0776 – La Galissonniere – correct endurance and fuel
0776 – La Galissonniere – correct weapon facing
1013 – Yubari – correct weapon #4 turret armor
1102 – Furutaka – correct weapon facing
1107 – Aoba – correct weapon facing
1112, 1113, 1114, 1115 – Myoko – correct weapon facing
1730 – Yamato – correct weapon turrets
2025 – Kongo Maru – correct weapon facing
2202 – ARD 3000 Ton – add Japanese small ARD class
2903 – Gnevnyi – correct weapon facing
2915 – MK Cargo – correct weapon facing
2918 – KT LST – correct weapon facing

Ship
Scen 001, 002, 006 (007, 008, 009) changelog
All – update weapons from class to reflect weapon facing corrections
0999 – Dublon ARD; add small ARD to Truk
3550 – Laffey; correct entry date to 420430
3580 – Frankford; correct entry date to 430430
4317 – Thornton; add Clemson AVD at PH
4361 – Henry A. Wiley; correct entry date to 440930
5222 – Rixey; rename to Bowie
5223 – Hercules; rename to Highlands
5251 – Pinkney; rename to Pickens
9253 – Madras City; correct entry date to 420228
9728 – Indus; delete duplicate ship entry
9837-9849 – Soviet Fleet; correct ship name spelling
11316 – AFDB-2; change arrival location to # 524 Seattle
11364 – BYMS-2055; correct entry date to 430228
11365 – BYMS-2059; correct entry date to 430228
14070 – Ha232; correct entry date to 460228

Scen 006 and 009 ONLY
0002 – Kaga; adjust fuel to 3220, adjust t-sorties to 30, adjust sorties to 445
0003 – Hiryu; adjust fuel to 2475, adjust t-sorties to 27, adjust sorties to 295
0004 – Soryu; adjust fuel to 2265, adjust t-sorties to 27, adjust sorties to 295
0005 – Shokaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
0006 – Zuikaku; adjust fuel to 2350, adjust t-sorties to 30, adjust sorties to 370
0017 – Akagi; adjust fuel to 3812, adjust t-sorties to 30, adjust sorties to 445
0043 – Hiei; adjust fuel to 4175
0044 – Kirishima; adjust fuel to 4175
0067 – Tone; adjust fuel to 1775
0068 – Chikuma; adjust fuel to 1775
0118 – Abukuma; adjust fuel to 833
0146 – Akigumo; adjust fuel to 265
0168 – Kagero; adjust fuel to 265
0176 – Isokaze; adjust fuel to 265
0177 – Shiranui; adjust fuel to 265

• Air Data Changes

[60] Beaufighter TF X: Wpn 4, 9, 19 facing set to EXT.
[177] B-339-23: Name set to B-339-23.
[178] B-339-23 (PR): Name set to B-339-23 (PR).
[336] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
[337] P-39N1 Airacobra: Wpn 3, 13 set to 4x.30 Browning MG.
[365] Stearman 75M: Nationality set to U.S.Army.
[451] PB2Y-3R: Deleted.
[476] R5C-1: Month/Year set to 7/43; Build Rate set to 4.
[480] SBC-4 Helldiver: Wpn 3 set to 1000 lb GP Bomb; wpn 11 set to 1x.50 Browning MG; wpn 13 set to 500 lb GP Bomb.

[1923] No.1835 Sqn FAA: Delay set to 0.
[1924] No.1836 Sqn FAA: Delay set to 0.
[1929] No.1841 Sqn FAA: Delay set to 0.
[1930] No.1842 Sqn FAA: Delay set to 0.
[2587] VMF-211: Location set to [584] Pearl Harbor.
[2642] VMF(P)-321: Deleted.
[2652] VMO(P)-351: Deleted.
[2668] VMF(N)-511: Deleted.
[2669] VMF(P)-511: Deleted.
[2671] VMO(P)-512: Deleted.
[2673] VMO(P)-513: Deleted.
[2675] VMO(P)-514: Deleted.
[2827] VR-2: Deleted.
[2828] VR-4: Deleted.
[2829] VR-5: Deleted.
[2830] VR-13: Deleted.
[5028] 262nd Sentai: Air Class set to [793] Ki-49-Ia Helen.

USN patrol-type squadrons 4301 resize to 15 deleted.
USMC squadrons 4301 resize to 24 set to 4410.
USMC squadron upgrade paths reworked.

Gameplay Change: Units with a/c MAX strength six or greater now able to split into three subunits.

• Map/Base Changes

1. Garrison levels in China have been increased for both the Japanese and the Chinese. New level for the Japanese is about 5,000 AV. For non-occupied China, about 1,400 AV.
2. Garrison levels in Japan have been significantly increased for the Allies.
3. Garrison levels in India and the Philippines have been increased for the Japanese.
4. Garrison levels have also been adjusted in other locations, with some areas having small increases.
5. The inland "Chinchow" base in Manchukuo was a Port. It is now corrected to be an Airfield.
6. The starting fuel level for Los Angeles has been increased.
7. The Adak Island base in Alaska has had its port level decreased from 2 to 1.
8. Anchorage in Alaska now generates a small amount of resources.
9. The Dutch Harbor base in Alaska has had its port level decreased from 4 to 3.
10. The Kiska Island base in Alaska has had its port level decreased from 1 to 0.
11. Nukufetau has had its port level decreased from 1 to 0.
12. Pago Pago has had its port level decreased from 3 to 2.
13. The Christmas Island base no longer generates resources. The Christmas Island (IO) base does instead.
14. "Ahmadabad" has been renamed to "Ahmedabad".
15. The generation of Daily supplies at Chinese bases has been distributed to more bases, rather than being concentrated in a small number of locations. Overall, Chinese supply point generation has increased, to about the same level of supplies as in the original War in the Pacific game (it was a bit lower before).
16. Australia now generates a greater supply point surplus than before - about 5,000 points per day as opposed to about 4,000. Fuel requirements remain the same.
17. The "Terrace" base has been "moved" to a more accurate location - hex 200,41 instead of hex 200,40 - and the road and railway networks in the area changed to match



Regards,

- Erik

_____________________________

Erik Rutins
CEO, Matrix Games LLC




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

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Post #: 1
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:23:06 PM   
Rapunzel


Posts: 141
Joined: 4/20/2005
From: Germany
Status: offline
Hurray

(in reply to Erik Rutins)
Post #: 2
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:24:35 PM   
DrewBlack


Posts: 828
Joined: 7/3/2004
From: North Wales, UK
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Huzzar!!!

Home from work and its here!!! Now where to start.

Drew

(in reply to Rapunzel)
Post #: 3
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:25:37 PM   
Terminus


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From: Denmark
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You could begin by downloading it, I suppose...

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Post #: 4
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:33:37 PM   
Rising-Sun


Posts: 2082
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From: Clifton Park, NY
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nice, so many details :)

(in reply to Terminus)
Post #: 5
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:37:49 PM   
joey


Posts: 1408
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From: Johnstown, PA
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Thanks, one question on 48 above - if a vessel is too badly damaged to be withdrawn, do I lose PP everyday it is in repair before it can be removed?

(in reply to Rising-Sun)
Post #: 6
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:41:46 PM   
undercovergeek

 

Posts: 1526
Joined: 11/21/2006
From: UK
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all save game compatible?

and thankyou to all involved - it looks like its been a busy effort!

< Message edited by undercovergeek -- 11/25/2009 5:42:48 PM >

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Post #: 7
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:47:02 PM   
jwilkerson


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Joined: 9/15/2002
From: Kansas
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I know many of you will consider the public beta to be the same as the official patch - but I would just like to remind everyone that is not the case. The public beta is certainly 90%++ (maybe 98%+) the same as the official patch will be - but they are not identical.

Because we know we cannot adequately test everything in the timeline we would like - we are essentially asking the community to help us and itself (the community) by helping us finish the testing process. We will run this for about a week then roll in any corrections then release the actual patch.



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Post #: 8
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:50:38 PM   
Knavey

 

Posts: 3052
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From: Valrico, Florida
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Wow!

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Post #: 9
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:51:20 PM   
Knavey

 

Posts: 3052
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quote:

ORIGINAL: joey

Thanks, one question on 48 above - if a vessel is too badly damaged to be withdrawn, do I lose PP everyday it is in repair before it can be removed?


Was wondering that also.

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USN 87-93
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Post #: 10
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:52:30 PM   
Przemcio231


Posts: 1901
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From: Warsaw,Poland,EU:)
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Great!!!!!:)

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Post #: 11
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:53:33 PM   
pad152

 

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Will Map/Base changes take effect for custom campaigns on restart or will I need to edit the bases manually?

Pilot Management - now has it's own mini-manual!


(in reply to Terminus)
Post #: 12
RE: New v1.094b Public Beta Now Available! - 11/25/2009 5:58:09 PM   
canuck64


Posts: 233
Joined: 8/25/2004
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Thanks, lads.

That's an impressive bit of work already.

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Post #: 13
RE: New v1.094b Public Beta Now Available! - 11/25/2009 6:02:04 PM   
Bullwinkle58


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1. Thanks for all this hard work.
2. On #72---WOOT!!! Mush, Sam D., and Dick O'Kane will be busy.
3. I don't see any mention of the Downfall scenario. Didn't make it?

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Post #: 14
RE: New v1.094b Public Beta Now Available! - 11/25/2009 6:02:26 PM   
rhohltjr


Posts: 536
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From: When I play pacific wargames, I expect smarter AI.
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quote:

ORIGINAL: Knavey


quote:

ORIGINAL: joey

Thanks, one question on 48 above - if a vessel is too badly damaged to be withdrawn, do I lose PP everyday it is in repair before it can be removed?


Was wondering that also.


[WAG]
My guess is that you must weigh the PP you lose repairing vs scuttling the vessel.
I don't think you will lose PP for a sunk ship - MWAG.
[/WAG]

(in reply to Knavey)
Post #: 15
RE: New v1.094b Public Beta Now Available! - 11/25/2009 6:05:17 PM   
cantona2


Posts: 3749
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downloading :D

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Post #: 16
RE: New v1.094b Public Beta Now Available! - 11/25/2009 6:10:07 PM   
Don Bowen


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From: Georgetown, Texas, USA
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quote:

ORIGINAL: joey

Thanks, one question on 48 above - if a vessel is too badly damaged to be withdrawn, do I lose PP everyday it is in repair before it can be removed?


Yes. An option is to move it off map yourself. The rule is intended to prevent a cheat of saving a ship near sinking by withdrawing it.

(in reply to joey)
Post #: 17
RE: New v1.094b Public Beta Now Available! - 11/25/2009 6:42:03 PM   
Terminus


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quote:

ORIGINAL: Bullwinkle58

3. I don't see any mention of the Downfall scenario. Didn't make it?


Unfortunately, no. It's still on the table, but pushed back.


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Post #: 18
RE: New v1.094b Public Beta Now Available! - 11/25/2009 6:45:09 PM   
m10bob


Posts: 8622
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From: Dismal Seepage Indiana
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Outstanding list, I easpecially like #11, and the chrome of sub aces getting a bonus.....

You did however fail to mention how the Brewster Buffalo might become the terror of the skies!

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Post #: 19
RE: New v1.094b Public Beta Now Available! - 11/25/2009 6:54:15 PM   
Andy Mac

 

Posts: 15222
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From: Alexandria, Scotland
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Number 1 is the one I like best i think it makes japan soooo much easier to play

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Post #: 20
RE: New v1.094b Public Beta Now Available! - 11/25/2009 7:22:07 PM   
dwinston

 

Posts: 104
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Is the tutorial included?

(in reply to Andy Mac)
Post #: 21
RE: New v1.094b Public Beta Now Available! - 11/25/2009 7:26:28 PM   
scott64


Posts: 4019
Joined: 9/12/2004
From: Colorado
Status: offline
Just in time for . Now off to more destruction.

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Post #: 22
RE: New v1.094b Public Beta Now Available! - 11/25/2009 7:46:15 PM   
Bluebook

 

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Fantastic work guys!

(in reply to scott64)
Post #: 23
RE: New v1.094b Public Beta Now Available! - 11/25/2009 8:03:58 PM   
IndyShark


Posts: 303
Joined: 7/7/2002
From: Indianapolis
Status: offline
Thank you Matrix! I can't wait to try this.

(in reply to Bluebook)
Post #: 24
RE: New v1.094b Public Beta Now Available! - 11/25/2009 8:09:26 PM   
awadley

 

Posts: 153
Joined: 9/1/2004
From: Wichita, KS
Status: offline
Eric,
Great Job!  this is just what the cook needs on Thanksgiving.  Will try to be civil with the guests.

(in reply to IndyShark)
Post #: 25
RE: New v1.094b Public Beta Now Available! - 11/25/2009 8:11:28 PM   
Bradley7735


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

quote:

ORIGINAL: Erik Rutins

13. Gameplay Change: Malaria effects adjusted
39. Gameplay Change: Adjustments to supply consumption by land units



First, you guys ROCK!! Thank you for so much continued effort on this wonderful game.

Second, can you elaborate a little on these two updates? Are the malaria effects adjusted to be more disabling to LCU's, or less? Will LCU's use more or less supply?

Thanks again,
bc

_____________________________

The older I get, the better I was.

(in reply to Erik Rutins)
Post #: 26
RE: New v1.094b Public Beta Now Available! - 11/25/2009 8:15:28 PM   
Graymane


Posts: 520
Joined: 3/31/2005
From: Bellevue, NE
Status: offline
Wow, some massive changes in there! Thanks for the all hard work guys!

(in reply to Bluebook)
Post #: 27
RE: New v1.094b Public Beta Now Available! - 11/25/2009 8:17:59 PM   
erstad

 

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

46. Improvements to refueling calculations and processes. Ships are more likely to fuel from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming sources for the “from port” and “at sea” variations.


I think there is a typo in this one - should "oil" be "fuel" in the second sentence? Probably won't trip up experienced players but worth fixing for the official readme.

(in reply to Erik Rutins)
Post #: 28
RE: New v1.094b Public Beta Now Available! - 11/25/2009 8:23:38 PM   
Don Bowen


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

quote:

ORIGINAL: erstad

quote:

46. Improvements to refueling calculations and processes. Ships are more likely to fuel from bulk oil supplies on oilers/tankers. Also adjusted the refueling and rearming sources for the “from port” and “at sea” variations.


I think there is a typo in this one - should "oil" be "fuel" in the second sentence? Probably won't trip up experienced players but worth fixing for the official readme.



And there's another in item 48. West of Ceylon, not East.

(in reply to erstad)
Post #: 29
RE: New v1.094b Public Beta Now Available! - 11/25/2009 8:50:20 PM   
Q-Ball


Posts: 7336
Joined: 6/25/2002
From: Chicago, Illinois
Status: offline
Great work guys!

Question: If we load the patch with the new garrison requirements in China, I suppose right on the first day, Japanese players will have a problem, right? You will have to scramble to fill out new garrison requirements.

At least it doesn't trash the industry though, just costs supplies, VPs, and damage.

_____________________________


(in reply to erstad)
Post #: 30
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