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RE: Patch 02 Hot fix (build 1096a)

 
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RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 2:08:55 PM   
whippleofd

 

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quote:

ORIGINAL: Terminus

What does the date stamp say (right next to the version number)?


Dec 19, 2009 10:33:28

Whipple

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Post #: 31
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 2:12:58 PM   
Terminus


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Then you're okay.

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Post #: 32
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 2:31:20 PM   
whippleofd

 

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quote:

ORIGINAL: Terminus

Then you're okay.


Thank you.

Whipple

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MMCS(SW/AW) 1981-2001
1981 RTC, SD
81-82 NPS, Orlando
82-85 NPTU, Idaho Falls
85-90 USS Truxtun (CGN-35)
90-93 USS George Washington (CVN-73)
93-96 NFAS Orlando
96-01 Navsea-08/Naval Reactors

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Post #: 33
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 2:34:07 PM   
Brigs

 

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quote:

ORIGINAL: Terminus

What does the date stamp say (right next to the version number)?


Dec 19, 2009 10:33:28



quote:

Then you're okay.



Mine says the same......thanks T


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Post #: 34
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 4:57:41 PM   
Erik Rutins

 

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Once the hotfix has "settled", I'll pop back into the office and post it up in our usual way, but as our production offices are closed at the moment the quickest way to release it was for Joe to post it on the forum.

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Post #: 35
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 5:22:28 PM   
witpqs


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quote:

ORIGINAL: Erik Rutins

Once the hotfix has "settled", I'll pop back into the office and post it up in our usual way, but as our production offices are closed at the moment the quickest way to release it was for Joe to post it on the forum.


Nice coordination. Most companies by far would simply be "closed".

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Post #: 36
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 6:36:45 PM   
hbrsvl

 

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J-Does #11 of the fixes mean that Allied ASW is going to be better? In the game(s) I'm playing, I'm up to 5/42 with nary an Allied ASW kill by ANY means.

Thanks, Hugh Browne

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Post #: 37
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 6:57:18 PM   
Don Bowen


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quote:

ORIGINAL: hbrsvl

J-Does #11 of the fixes mean that Allied ASW is going to be better? In the game(s) I'm playing, I'm up to 5/42 with nary an Allied ASW kill by ANY means.

Thanks, Hugh Browne


Define "better". At least a dozen people have tried that and failed.

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Post #: 38
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 8:39:26 PM   
hbrsvl

 

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Don-By "better" I mean the ability of Allied ASW,air & sea, to score hits and sink enemy subs.

I don't understand your comment about " a dozen...". I'm not trying to be a smart ass, I just don't know what you mean by that comment. HB

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Post #: 39
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 9:29:43 PM   
Don Bowen


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quote:

ORIGINAL: hbrsvl

Don-By "better" I mean the ability of Allied ASW,air & sea, to score hits and sink enemy subs.

I don't understand your comment about " a dozen...". I'm not trying to be a smart ass, I just don't know what you mean by that comment. HB


What I mean is that subs and ASW combat have been reviewed multiple times by perhaps a dozen folks and no one yet has been able to define a set of criteria to be met by the code such that it is right.

Not trying to be rude, but you must understand that non-specific terms and vague goals are of little help with a complex issue. Everyone has a different idea of what is "right" but no one can specify how to acquire such rightness. By this I mean a specific guideline of "what is right" and a set of programming changes to acquire such rightness. What we have endured for years is a continuing series of "too much", "too little", "too strong", "too weak" and the ever popular "t'ain't right".

If I may be so bold, how in the hell can anyone specify and program By "better" I mean the ability of Allied ASW,air & sea, to score hits and sink enemy subs.

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Post #: 40
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 10:38:20 PM   
ny59giants


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quote:

If I may be so bold, how in the hell can anyone specify and program By "better" I mean the ability of Allied ASW,air & sea, to score hits and sink enemy subs.


Within one standard deviation of the actual kills that were achieved IRL. I know I'm being a "wise ass" with this comment, but that is what many players feel would be "better."

(in reply to Don Bowen)
Post #: 41
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 10:41:09 PM   
witpqs


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Don,

You are absolutely right. The only way to achieve that for something like ASW (and many other things in this game) is to have a test bed where the variables can be controlled one by one, and sensitivity to each variable adjusted to some agreed upon standard. Getting the agreed upon standards would be hard enough, adjusting the results without those standards and without such a test bed seems impossible.

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Post #: 42
RE: Patch 02 Hot fix (build 1096a) - 12/19/2009 10:54:54 PM   
jwilkerson


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quote:

ORIGINAL: ny59giants

quote:

If I may be so bold, how in the hell can anyone specify and program By "better" I mean the ability of Allied ASW,air & sea, to score hits and sink enemy subs.


Within one standard deviation of the actual kills that were achieved IRL. I know I'm being a "wise ass" with this comment, but that is what many players feel would be "better."


But should what the players do - or do not do - be taken into account?

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Post #: 43
RE: Patch 02 Hot fix (build 1096a) - 12/20/2009 12:25:34 AM   
hbrsvl

 

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Don-Re "how in the hell...". I am not a programer. I don't know how to "fix" things in a complex game like WITPAE. I mean no disrespect for anyone. I have GREAT respect for all of you that have given us this GREAT game.

But, I recall in the earlier days of WITP, Allied ASW was extremely effective. So much so that in, I belive, patch ...8(I'm not sure now which exact one) there was a comment in the Read Me, that this patch made it very much harder for Allied ASW to kill enemy subs. Something on the order of 12 hits or more were now required to kill a sub. To me, that was a "harder", but a needed correction.

Is it too much to ask for a "better" Allied ASW capability when there have been zero,zip,nada Allied ASW kills in 6 months of game time? At least in the games I'm playing? In WITP an ASW TF could have many ships. In AE, only four.

At the risk of my head, is there a need, perhaps, for a "correction" in the size of AE's ASW TF size?

Thanks, Hugh Browne

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Post #: 44
RE: Patch 02 Hot fix (build 1096a) - 12/20/2009 1:06:23 AM   
ny59giants


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quote:

But should what the players do - or do not do - be taken into account?


Details...We don't need no stinking details.

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Post #: 45
RE: Patch 02 Hot fix (build 1096a) - 12/20/2009 1:48:04 AM   
Cmdrcain


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quote:

ORIGINAL: jwilkerson

Patch 02 Hot fix (build 1096a)

changeLog:

01. Resolve supply/fuel/resource/oil overflow issues causing loss of same.

02. Fixed issue that was preventing some bases from being resupplied.

03. Added terrain and fort effects against artillery attacks.

04. Artillery when used offensively use 2x amount of supplies.

05. Fixed save not reading properly issue.

06. Fixed overflow issue with air skills going backwards .

07. Fixed some display issues caused by Transfer Ships.

08. Fixed CTD issue with Clouds

09. Fixed issue displaying LCUs at enemy base.

10. Fixed issue with groups that are on withdrawn ships.

11. Adjust ASW/Escort/Submarine attack issue.

===

Suggested installation process:

Backup existing AE EXE file by renaming.

Download attachment install into desired AE folder containing current AE EXE file.

Unzip.

Run.








Not clear on how to proceed with this in regard to PBEM games..


Would it be same way for usual patch?






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Post #: 46
RE: Patch 02 Hot fix (build 1096a) - 12/20/2009 2:27:38 AM   
jwilkerson


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Yup, use same process.

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Post #: 47
RE: Patch 02 Hot fix -having problems - 12/20/2009 4:02:30 PM   
Mark VII


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Sorry, can't figure this out. Have triedseveral times but end up with "unable to find PW data" error message. I am not finding the AE EXE file by looking thru the folders under AE. Which folder should I download the attachment into?


quote:

ORIGINAL: jwilkerson

Patch 02 Hot fix (build 1096a)


Suggested installation process:

Backup existing AE EXE file by renaming.

Download attachment install into desired AE folder containing current AE EXE file.

Unzip.

Run.







Attachment (1)

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Post #: 48
RE: Patch 02 Hot fix -having problems - 12/20/2009 4:07:05 PM   
Mark VII


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And then when I do a computer wide search for the AE EXE file, it shows up only in windows\prefetch. There are four files here with slightly different names and file sizes. Downloading into prefetch does not seem to work either. I check the game version and nothing changes.

Thanks for any help...........terry




Attachment (1)

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Post #: 49
RE: Patch 02 Hot fix -having problems - 12/20/2009 4:15:09 PM   
witpqs


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quote:

ORIGINAL: Mark VII

Sorry, can't figure this out. Have triedseveral times but end up with "unable to find PW data" error message. I am not finding the AE EXE file by looking thru the folders under AE. Which folder should I download the attachment into?


quote:

ORIGINAL: jwilkerson

Patch 02 Hot fix (build 1096a)


Suggested installation process:

Backup existing AE EXE file by renaming.

Download attachment install into desired AE folder containing current AE EXE file.

Unzip.

Run.






Mark,

There are two files inside the .zip file. Both get copied into the top-level WITPAE folder, wherever you have that. What he suggests is to keep the old files as backup copies just in case something goes wrong and you want to roll back. To see the names of the two new files, double-click on the .zip file to open it and see inside it, then look at the names of the files.

Go back to your folder view of the main WITPAE folder. For each of the two existing files, right-click on it and select "Rename". Then, add "-old" to the name.

When you are done with that, just extract the two new files directly into the folder. Go back to the view of the inside of the .zip file. When you are looking at the two new files, either hit the "Extract" button on the top panel or just select them and copy then to the main WITPAE folder. What you see will look different depending on whether you have WinZip/SecureZip installed or not (you do not need to have them installed because Windows will still read the .zip file).

Hope this helps.

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Post #: 50
RE: Patch 02 Hot fix -having problems - 12/20/2009 4:16:47 PM   
witpqs


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quote:

ORIGINAL: Mark VII

And then when I do a computer wide search for the AE EXE file, it shows up only in windows\prefetch. There are four files here with slightly different names and file sizes. Downloading into prefetch does not seem to work either. I check the game version and nothing changes.

Thanks for any help...........terry






NO! Don't touch anything in the Windows directory! When he said "AE executable file" he was using shorthand. Look inside the .zip file to see the exact name.

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Post #: 51
RE: Patch 02 Hot fix -having problems - 12/20/2009 4:23:32 PM   
jwilkerson


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I'm probably not the best guy to show you my screen shots - because I rename things since I have so many AE folders containing so many different EXEs. But here is my screen shot for my patch 02 related installation of the AE game.

The first step would be to find where you install your Matrix Games. By default these install into a folder called Matrix Games - though of course you can rename this anything you want. But as you can see in my screen shot - all my stuff is in the Matrix Games folder. If you can find that on your machine you should be able to find your AE folders by looking under your Matrix Games folder.






Attachment (1)

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Post #: 52
RE: Patch 02 Hot fix -having problems - 12/20/2009 4:44:42 PM   
Mark VII


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have some progress as I have found the ae.exe file in the scen folder of witpae, downloaded there but still doesn't work. Now have to go someplace so thanks for the quick response (you guys are amazing!!!) will resume trying to install in 4-5 hours.

thanks again,
terry

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Post #: 53
RE: Patch 02 Hot fix -having problems - 12/20/2009 4:53:18 PM   
jwilkerson


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Sounds like you are getting closer. But the "main" exe file goes in the "main" folder that is one level up from the scenario folder. So just back up one level and you will be there!

Show us a screen shot and we can probably help further.



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Post #: 54
RE: Patch 02 Hot fix (build 1096a) - 12/20/2009 6:40:08 PM   
joliverlay

 

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There is also a file called pwsdll.dll in the zip. When I unzip it it looks like it names it pwsdll_1.dll and pwsdll_2.dll (dont know why there are two unless I unzipped 2X).

Should i also have renamed the old pwsdll.dll file as well as the old .exe file???

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Post #: 55
RE: Patch 02 Hot fix -having problems - 12/20/2009 11:42:28 PM   
Mark VII


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Success at last I think. game start screen now showing version 1.0.2.1096 Dec 19,2009.

Thankyou so much for promptly helping me understand how this worked.



quote:

ORIGINAL: jwilkerson

Sounds like you are getting closer. But the "main" exe file goes in the "main" folder that is one level up from the scenario folder. So just back up one level and you will be there!

Show us a screen shot and we can probably help further.



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Post #: 56
RE: Patch 02 Hot fix -having problems - 12/21/2009 3:18:42 AM   
jackyo123

 

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can someone elaborate on what the exact ASW adjustments were? I was always of the opinion that,

a> even with duds on, the allies were too effective by mid 42 against the AI (on average I was 'hitting' 50 to 60 ships per month, and 'sinking' 30 to 40). Of course, I have all my subs on absolute tolerance, at the key choke points, so i am getting many, many attacks. But since the ai shoots 4 torps to 6 torps per salvo, one of them would always hit and detonate.

MY suggested solution to this would be to somehow program it so that sub skippers in the allied ships, pre 43, would NEVER fire a salve of more than 3 torps at a merchant vessel.

b> hitting a sub was far far too likely to damage but not sink. I spent a month in june 42 with ALL my ships running ASW missions, and had carefully selected arcs, multiple asw hunter groups, etc. Got MANY MANY asw attacks, and MANY hits. However, at the end of the month, when i logged in as the japanese player, I had sunk *2* ships. 20 were in the yard under repairs. But only 2 sunk? Too low.

My suggetion to this would be to increase the hitting power of depth charges by about 30 to 40%. Then a solid hit of 2 or 3 charges would sink the sub, or at the very least force it to the surface so i could sink it with gunfire. I've seen subs (mine) take 5, 6 hits, and easily make pearl.

c> Too few ASW attacks by aircraft until their numbers were above 50. I would like to see this 'eased' up - even if the attacks miss - a close call on a DC might still do some shock damage. Planes are too inefective, especially the PBY's and such, which were IRL amazing sub hunters.



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Post #: 57
RE: Patch 02 Hot fix (build 1096a) - 12/21/2009 3:45:22 AM   
Cmdrcain


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quote:

ORIGINAL: hbrsvl
At the risk of my head, is there a need, perhaps, for a "correction" in the size of AE's ASW TF size?

Thanks, Hugh Browne



WITP, ASW fleets could be bigger so were more effective with the numbers.

AE reduces number to 4 in a ASW TF.. thats more realistic as I doubt any ASW TF were loaded with ships...often it was one or 2 DD/DE on patrol..

Frankly, ASW was never that easy a deal and reports of kills often were not really kills..

If you do want WITP ASW you could just put in a AK in a transport TF then load in 15 DD's
and have it move around hoping a sub attacks and the escorts all go after it

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Post #: 58
RE: Patch 02 Hot fix (build 1096a) - 12/21/2009 3:47:36 AM   
witpqs


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... or just create multiple 4 or less-ship ASW TF's and give them all the same orders.

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Post #: 59
RE: Patch 02 Hot fix -having problems - 12/21/2009 3:55:35 AM   
Cmdrcain


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For those using Vista

The AE exe would be in  the War in the pacific admirals edition folder which properly installed would be
a sub folder of c:/matrix games

All Matrix games get installed under c:/matrix games

you would download the zip to c:/matrix games/war in the pacific admirals edition folder and
"extract to here"   or extract all which will create a subfolder with the files extracted which you copy and paste into WITP:AE folder or simply move and overwrite.. (Better to first rename the pre-patch exe in Witp:AE)

For XP... could be like above or could been installed under program files/matrix games/witp AE  or just programfiles/witp AE

But with Vista you DO NOT usually install into its changed program files folder...  It should been installed
as a sub folder of c:/matrix games folder




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Post #: 60
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