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RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/14/2009 4:15:38 PM   
Mike Solli


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quote:

ORIGINAL: jwilkerson

We will probably release a "hot fix" for patch02 - not sure exactly when of course - but shooting for end of this week. This will be an EXE ONLY patch.

Candidates for inclusion are:

01 - Supply/Resource overflow issues and related drag issues.



Yay! Thanks Joe!

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Post #: 421
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/14/2009 4:45:18 PM   
Admiral Scott


Posts: 625
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Fantastic!
Thanks guys.

Throw in as many tweaks and fixes possible I say.

(in reply to jwilkerson)
Post #: 422
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/14/2009 5:26:14 PM   
khyberbill


Posts: 1941
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From: new milford, ct
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quote:

We will probably release a "hot fix" for patch02 - not sure exactly when of course - but shooting for end of this week. This will be an EXE ONLY patch.

Candidates for inclusion are:

01 - Supply/Resource overflow issues and related drag issues.

I have noticed sudden surges in supply. Frisco went from respectable numbers in one day to 999,999 fuel and supply the next day.

02 - Artillery - toning down some more - and increasing supply consumption.

It appears to me that the Chinese just die much easier than other units. That, coupled with their extremely low rate of recovery from disruption quickly leads to super weak units. I have noticed that Patch 2 does seem to limit the damage due to supply constraints in Darwin. Before Patch 2 I could bombard every day with 2000+ causalities inflicted on the Japanese, after Patch 2, it takes up to 6 days for supply to go from red to grey in the bombarding units. The result is casualties are now much lower if bombarding on a daily basis, each unit bombards every 4th or 6th day now in Darwin.

03 - Various display issues - such as the ASW/Cloud crash problem!

I haven't had this problem...yet.

04 - ASW/Submarines - looking at this - will tweak if we can find issues.


I didn't notice a problem before (probably a function of opponents' style of play-both are conservative with subs) and haven't seen enough action since Patch 2 to comment.

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(in reply to jwilkerson)
Post #: 423
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/14/2009 5:32:52 PM   
Takeshi

 

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From: West TN
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quote:

ORIGINAL: jwilkerson

We will probably release a "hot fix" for patch02 - not sure exactly when of course - but shooting for end of this week. This will be an EXE ONLY patch.

Candidates for inclusion are:

01 - Supply/Resource overflow issues and related drag issues.

02 - Artillery - toning down some more - and increasing supply consumption.

03 - Various display issues - such as the ASW/Cloud crash problem!

04 - ASW/Submarines - looking at this - will tweak if we can find issues.




Thanks for the quick response to problems. You guys are great!

(in reply to jwilkerson)
Post #: 424
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/14/2009 5:55:03 PM   
scott64


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Would like to see improved supplies in China. After 8 days almost all cities still have no supplies and none is moving other cities.

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Post #: 425
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/14/2009 8:27:06 PM   
cantona2


Posts: 3749
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quote:

ORIGINAL: jwilkerson

We will probably release a "hot fix" for patch02 - not sure exactly when of course - but shooting for end of this week. This will be an EXE ONLY patch.

Candidates for inclusion are:

01 - Supply/Resource overflow issues and related drag issues.

02 - Artillery - toning down some more - and increasing supply consumption.

03 - Various display issues - such as the ASW/Cloud crash problem!

04 - ASW/Submarines - looking at this - will tweak if we can find issues.




Joe will this mean a restart for ongoing games?

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Post #: 426
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/14/2009 8:53:25 PM   
Erik Rutins

 

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No WITP AE update (to date) has required a restart, though some changes (primarily date changes) do not take effect until a new game is started. I don't expect any of the code changes being looked at would only work with a fresh start, they should apply to ongoing games as well.

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Post #: 427
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/14/2009 9:17:43 PM   
jwilkerson


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quote:

ORIGINAL: cantona2


quote:

ORIGINAL: jwilkerson

We will probably release a "hot fix" for patch02 - not sure exactly when of course - but shooting for end of this week. This will be an EXE ONLY patch.

Candidates for inclusion are:

01 - Supply/Resource overflow issues and related drag issues.

02 - Artillery - toning down some more - and increasing supply consumption.

03 - Various display issues - such as the ASW/Cloud crash problem!

04 - ASW/Submarines - looking at this - will tweak if we can find issues.




Joe will this mean a restart for ongoing games?


Those "EXE ONLY" words I used above are code for "restart will not buy you anything' - since the restart is just loading up the data again .



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Post #: 428
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/14/2009 9:41:57 PM   
Chickenboy


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Pardon me for being a dingbat, Joe, but would this require PBEMers to use Admiral Dadman's methodology for upgrading a PBEM or would each individual just hotfix their own .exe and be done with it?

Thanks,

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Post #: 429
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 1:31:41 AM   
jwilkerson


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Not sure what the dadman process is - but I wouldn't change the process - do whatever you normally do - if it has worked before - it will work again.



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Post #: 430
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 2:45:22 AM   
PaxMondo


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quote:

ORIGINAL: jwilkerson

We will probably release a "hot fix" for patch02 - not sure exactly when of course - but shooting for end of this week. This will be an EXE ONLY patch.

Candidates for inclusion are:

01 - Supply/Resource overflow issues and related drag issues.

02 - Artillery - toning down some more - and increasing supply consumption.

03 - Various display issues - such as the ASW/Cloud crash problem!

04 - ASW/Submarines - looking at this - will tweak if we can find issues.




Nice. THanks for the great support.


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Post #: 431
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 8:33:55 AM   
JamesM

 

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I do not know if this has been reported but I am encountering a graphics glitch (I would not call it a bug because I am able to work around it) when selecting damaged ships for surface combat task forces. It is easier to refer to the attached image then trying to explain it in words.





Attachment (1)

< Message edited by jamesm -- 12/15/2009 8:36:51 AM >

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Post #: 432
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 9:31:57 AM   
stuman


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I have seen that as well a few times, but not always.

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Post #: 433
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 12:55:36 PM   
vaned74

 

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Is the effect of forts on arty, air, or naval bombardment being looked at for inclusion in the hotfix?  Actually giving the defending troops some protections against bombardment for being in a fortification would make a big difference in the survivability of defending troops.

Also, note that even though we all talk about Japanese bombardments of Chinese troops being overeffective, this works both ways.  Try putting 5 US arty units on heavily fortified hex (level 6) like Iwo with 30,000 defending Japanese troops and see what happens after 10 days of bombardment.  You'll find the Japanese defense pretty well destroyed.  The net result is land combat is way too favorable to the attacker at this time.

Obviously fort effects and supply consumption are coding issues, but, on the effects in land combat and the massive casualties, has anyone thought to simply reduce the anti-soft values by say 25% across the board?

Is anti-soft the governing parameter for bombardment effects or is "effect" the parameter that matters and "anti-soft" only used for fire combat in deliberate or shock attacks?

(in reply to Mike Solli)
Post #: 434
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 1:03:45 PM   
John Lansford

 

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I'm seeing the multiple names on top of the list also whenever picking ships for a new TF.  I'm not sure but it may be any of the combat TF's (Surface, bombardment, CV, etc) that it shows up on.

(in reply to vaned74)
Post #: 435
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 1:10:38 PM   
GB68

 

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From: Melbourne, Australia
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quote:

ORIGINAL: vaned74

Is the effect of forts on arty, air, or naval bombardment being looked at for inclusion in the hotfix?  Actually giving the defending troops some protections against bombardment for being in a fortification would make a big difference in the survivability of defending troops.

Also, note that even though we all talk about Japanese bombardments of Chinese troops being overeffective, this works both ways.  Try putting 5 US arty units on heavily fortified hex (level 6) like Iwo with 30,000 defending Japanese troops and see what happens after 10 days of bombardment.  You'll find the Japanese defense pretty well destroyed.  The net result is land combat is way too favorable to the attacker at this time.

Obviously fort effects and supply consumption are coding issues, but, on the effects in land combat and the massive casualties, has anyone thought to simply reduce the anti-soft values by say 25% across the board?

Is anti-soft the governing parameter for bombardment effects or is "effect" the parameter that matters and "anti-soft" only used for fire combat in deliberate or shock attacks?



I agree that the artillery effect seems to large.......

But to use the example of Iwo Jima in reality, a tiny islet, battered into the next century by weeks of air and naval bombardment, yet, IRL it still took the US 6 weeks to clear the island.

OK, maybe you could say effective resistance was defeated within 1 or 2 weeks, but it goes to show that battle results cannot always be effectively resolved in a turn resolution!

< Message edited by GB68 -- 12/15/2009 1:11:23 PM >


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(in reply to vaned74)
Post #: 436
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 1:22:25 PM   
jwilkerson


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quote:

ORIGINAL: jamesm

I do not know if this has been reported but I am encountering a graphics glitch (I would not call it a bug because I am able to work around it) when selecting damaged ships for surface combat task forces. It is easier to refer to the attached image then trying to explain it in words.





Yes this is one of the display issues that has been addressed for the "hot fix" - I referred to this as one of the "various display issues".

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Post #: 437
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 1:36:12 PM   
Nikel

 

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jwilkerson, any possibility of including the tutorial in the hotfix?

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Post #: 438
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 2:36:37 PM   
Chickenboy


Posts: 24520
Joined: 6/29/2002
From: San Antonio, TX
Status: offline

quote:

ORIGINAL: jwilkerson

Not sure what the dadman process is - but I wouldn't change the process - do whatever you normally do - if it has worked before - it will work again.



@ jwilkerson:

This is the Admiral Dadman process on the forum sticky:

http://www.matrixgames.com/forums/tm.asp?m=2233574

I'm assuming that we will need to do this for the hotfix? Thanks for your response.

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Post #: 439
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 3:09:56 PM   
cantona2


Posts: 3749
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From: Gibraltar
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quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: cantona2


quote:

ORIGINAL: jwilkerson

We will probably release a "hot fix" for patch02 - not sure exactly when of course - but shooting for end of this week. This will be an EXE ONLY patch.

Candidates for inclusion are:

01 - Supply/Resource overflow issues and related drag issues.

02 - Artillery - toning down some more - and increasing supply consumption.

03 - Various display issues - such as the ASW/Cloud crash problem!

04 - ASW/Submarines - looking at this - will tweak if we can find issues.




Joe will this mean a restart for ongoing games?


Those "EXE ONLY" words I used above are code for "restart will not buy you anything' - since the restart is just loading up the data again .




Thanks

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Post #: 440
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 3:13:13 PM   
cantona2


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I'm also getting the same as posters #436 and #432 above

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Post #: 441
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 3:50:59 PM   
goran007

 

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First of all: I beg you dont make artillery useless.

Artillery does take lives and it effects receiving end as fatigue and disruption.
All that nonsense about my guys in lev 3 fort took artillery bombardment for 20 days and are now destroyed, wtf... just ignore.

If you let you guys being bombarded for week or two and you expect that troops trained and led as bad as Chinese offer resistance to superior numbers of Japan, forget it, that shouldn't happen.

General rule is: if evenly trained and led armies are in combat and attacker has 5:1 artillery; 5:1 in tanks; at least 3:1 in soldiers. Defender will loose 90% of time. Losses should be from 50-80% AV (hard to judge human losses)
Also AE does benefit defenders because easiest way to destroy an army is to envelop it and destroy it with artillery what isen't really modeled in a game.

Another thing is morale of the units, 50% or more for Chinese shouldn't be possible.
People who know that are outgunned, outnumbered, who eat leather belts to survive, who don't belive in country or leaders aren't motivated to fight.

During beta patch i also noticed that medium combat activity in China eats a lot of supplies, a lot more than before. So plz be careful increasing it even more.

(in reply to cantona2)
Post #: 442
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 4:36:03 PM   
Xargun

 

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Any chance we can get a fuel request option like there is for supplies ? As japan I'm growing tired of sending AKs to pick up 1k, 2k or even 3k fuel from bases that have never and never will see a combat unit in them ever. And the worse part is within a week or two of picking up the fuel it will be moved back.

Xargun

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Post #: 443
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 5:48:51 PM   
pad152

 

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I hope the issue of unable to create midget subs at some locations is included in the hot fix.

see
http://www.matrixgames.com/forums/tm.asp?m=2314823

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Post #: 444
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 6:02:01 PM   
BigJ62


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Don't put any ships at the base which drives up fuel req and if there is a need then fuel is sent.


quote:

ORIGINAL: Xargun

Any chance we can get a fuel request option like there is for supplies ? As japan I'm growing tired of sending AKs to pick up 1k, 2k or even 3k fuel from bases that have never and never will see a combat unit in them ever. And the worse part is within a week or two of picking up the fuel it will be moved back.

Xargun




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Post #: 445
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 6:15:57 PM   
Xargun

 

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quote:

ORIGINAL: BigJ62

Don't put any ships at the base which drives up fuel req and if there is a need then fuel is sent.


Usually the only ship the visits this base is the AK that is loading up the fuel there. But there are tons of bases that have never had any ships visit that have fuel.


Xargun

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Post #: 446
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 9:06:43 PM   
bradfordkay

 

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quote:

ORIGINAL: Xargun


quote:

ORIGINAL: BigJ62

Don't put any ships at the base which drives up fuel req and if there is a need then fuel is sent.


Usually the only ship the visits this base is the AK that is loading up the fuel there. But there are tons of bases that have never had any ships visit that have fuel.


Xargun



You might want to make sure that TF is set to "Do not refuel". Could that be the cause?

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Post #: 447
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/15/2009 11:22:40 PM   
herwin

 

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Hopefully the hotfix will tone down the subs. My opponent put a couple of torpedoes in the Enterprise and then methodically stripped away her escort on the trip home. Once she was alone in the ocean, she took a couple more torpedoes. Bubble, bubble. One CVTF wiped out, no damage to the subs. Yes, I would expect that from modern SSNs, but not from WWII Japanese RO-boats.

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(in reply to bradfordkay)
Post #: 448
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/16/2009 12:28:16 AM   
Smeulders

 

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I'll second that, haven't had much problems with them myself, but I can't blame my opponent for complaining a couple of times, escorts always seem to be the first to go when my subs come in. Hope it gets fixed before he gets a chance to turn the tables :)

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Post #: 449
RE: Patch 01 ... Patch 02 ... Patch 03 ... - 12/16/2009 12:32:35 AM   
Don Bowen


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Subs are too strong!

Patch

ASW is too strong!

Patch

Subs are too strong!

Here we go again.

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Post #: 450
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