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RE: WitPTracker AE Release 1.0

 
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RE: WitPTracker AE Release 1.0 - 3/17/2010 9:36:05 PM   
Stugots

 

Posts: 25
Joined: 9/16/2009
Status: offline
Running Windows 7 64 bit with i7 cpu, 8 gigs ram, ati 5870 gpu. Any idea whats going on here?



C:\Program Files (x86)\WITPAETracker>java -Xms384m -Xmx512m -jar "WitPTracker.ja
r"
WARNING: Unable to open bitmap file for flag mapiconsJ.bmp in C:\Program Files (
x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsJ.bmp in C:\Program Files (
x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsA.bmp in C:\Program Files (
x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsA.bmp in C:\Program Files (
x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsA.bmp in C:\Program Files (
x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsAUS.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsNZ.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsGB.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsFF.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsDU.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsCH.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsSU.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsIN.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsGB.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsA.bmp in C:\Program Files (
x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsCH.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for flag mapiconsCA.bmp in C:\Program Files
(x86)\Matrix Games\ART
WARNING: Unable to open bitmap file for plane sides in C:\Program Files (x86)\Ma
trix Games\ART
WARNING: Unable to open bitmap file for LCU icons in C:\Program Files (x86)\Matr
ix Games\ART
WARNING: Unable to open bitmap file for TF Mission icons in C:\Program Files (x8
6)\Matrix Games\ART
WARNING: Unable to open bitmap file for small map
WitP Tracker AE tables loaded in 19 seconds
WARNING: Unable to open bitmap file <WPEH00.bmp>
WARNING: Unable to open bitmap file <WPEH01.bmp>
WARNING: Unable to open bitmap file <WPEH02.bmp>
WARNING: Unable to open bitmap file <WPEH03.bmp>
WARNING: Unable to open bitmap file <WPEH04.bmp>
WARNING: Unable to open bitmap file <WPEH05.bmp>
WARNING: Unable to open bitmap file <WPEH06.bmp>
WARNING: Unable to open bitmap file <WPEH07.bmp>
WARNING: Unable to open bitmap file <WPEH08.bmp>
WARNING: Unable to open bitmap file <WPEH09.bmp>
WARNING: Unable to open bitmap file <WPEH10.bmp>
WARNING: Unable to open bitmap file <WPEH11.bmp>
WARNING: Unable to open bitmap file <WPEH12.bmp>
WARNING: Unable to open bitmap file <WPEH13.bmp>
WARNING: Unable to open bitmap file <WPEH14.bmp>
WARNING: Unable to open bitmap file <WPEH15.bmp>
WARNING: Unable to open bitmap file <WPEH16.bmp>
WARNING: Unable to open bitmap file <WPEH17.bmp>
WARNING: Unable to open bitmap file <WPEH18.bmp>
WARNING: Unable to open bitmap file <WPEH19.bmp>
WARNING: Unable to open bitmap file <WPEH20.bmp>
WARNING: Unable to open bitmap file <WPEH21.bmp>
WARNING: Unable to open bitmap file <WPEH22.bmp>
WARNING: Unable to open bitmap file <WPEH23.bmp>
WARNING: Unable to open bitmap file <WPEH24.bmp>
WARNING: Unable to open bitmap file <WPEH25.bmp>
WARNING: Unable to open bitmap file <WPEH26.bmp>
WARNING: Unable to open bitmap file <WPEH27.bmp>
WARNING: Unable to open bitmap file <WPEH28.bmp>
WARNING: Unable to open bitmap file <WPEH29.bmp>
WARNING: Unable to open bitmap file <WPEH30.bmp>
WARNING: Unable to open bitmap file <WPEH31.bmp>
WARNING: Unable to open bitmap file <WPEH32.bmp>
WARNING: Unable to open bitmap file <WPEH33.bmp>
WARNING: Unable to open bitmap file <WPEH34.bmp>
WARNING: Unable to open bitmap file <WPEH35.bmp>
WARNING: Unable to open bitmap file <WPEH36.bmp>
WARNING: Unable to open bitmap file <WPEH37.bmp>
WARNING: Unable to open bitmap file <WPEH38.bmp>
WARNING: Unable to open bitmap file <WPEH39.bmp>
WARNING: Unable to open bitmap file <WPEH40.bmp>
WARNING: Unable to open bitmap file <WPEH41.bmp>
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
at witptracker.MapPanel$Map.DrawFlags(MapPanel.java:494)
at witptracker.MapPanel.<init>(MapPanel.java:200)
at witptracker.GUIMain.CreateAndShowGUI(GUIMain.java:748)
at witptracker.GUIMain$5.run(GUIMain.java:831)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)

C:\Program Files (x86)\WITPAETracker>pause
Press any key to continue . . .

(in reply to n01487477)
Post #: 1231
RE: WitPTracker AE Release 1.0 - 3/17/2010 9:39:07 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline
Check your witptracker.properties file. Set the Dir property to where the game is installed. Looks like you left out the "War in the Pacific..." part.

Floyd

(in reply to Stugots)
Post #: 1232
RE: WitPTracker AE Release 1.0 - 3/17/2010 9:46:33 PM   
Stugots

 

Posts: 25
Joined: 9/16/2009
Status: offline
That did the trick. I didnt have the dir path correct. Thanks for the help Floyd.

(in reply to floydg)
Post #: 1233
RE: WitPTracker AE Release 1.4 Available - 3/17/2010 11:34:39 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: Nomad

Would it be possible to get supplies needed and supplies on hand for all of the LCUs on the main LCU page? the info is available if you select a LCU, but that takes a lot of time. It would be really nice if you could color code the supplies on hand as red( less than required ), green( more than required ).


How does this look?
I also added a "Special" filter to only show the LCUs that had a supply deficiency.






Attachment (1)

(in reply to Nomad)
Post #: 1234
RE: WitPTracker AE Release 1.4 Available - 3/18/2010 2:24:23 AM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline
Looks fantastic, when is version 1.5.1 going to be available?

_____________________________


(in reply to floydg)
Post #: 1235
RE: WitPTracker AE Release 1.4 Available - 3/18/2010 2:41:28 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline
quote:

ORIGINAL: Nomad
Looks fantastic, when is version 1.5.1 going to be available?


I'll join the party and throw in some additional beers and cheers - non official of course

Base screen not complete yet ... have a bit of a chicken and the egg situation I'm still working out with HQ ranged Naval support (NS). Using witqs range calculations from his OpenOffice util etc and integration might take a little while. The Base figures you see below are just at base (so far).






Attachment (1)

_____________________________


(in reply to Nomad)
Post #: 1236
RE: WitPTracker AE Release 1.4 Available - 3/18/2010 3:38:08 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: n01487477

Base screen not complete yet ... have a bit of a chicken and the egg situation I'm still working out with HQ ranged Naval support (NS). Using witqs range calculations from his OpenOffice util etc and integration might take a little while. The Base figures you see below are just at base (so far).


When I was trying to solve that formula I went searching the net for examples. I found some that did not work for WITP/AE, then found one post that had a variation in it to account for the AE hex numbering scheme. Most of the formulae you will find by searching are for the simpler example where the X and Y axes are along hex rows. But in AE (and presumably plenty of games), only 1 axes is along a hex row, while the other is directly perpendicular to that row (and thereby does not go directly along any hex row). I kept getting very close to solving it myself but did not quite get there, then I found the post below.

I am pasting it in for your reference, because it actually contains a code snippet. I had to adapt the code snippet for a spreadsheet. No sense in you having to reverse that process - deja vu all over again!

I am inserting a couple of notes in bold to make certain I am being clear about the X and Y axes implications.


quote:



I prefer a numbering where both x and y correspond to straight lines
of hexes, i.e., letting x increase (with constant y) by going right
and y increase (with constant x) by going 60 degrees down from right
(assuming (0,0) is top left corner).

This way, if you move in one of the three "natural" directions, you
either have constant x, constant y or constant (x+y).

That makes calculation of distances etc. easier, as you don't have to
sepcial-case on odd and even rows.

I assume you know the hex coordinates and want to find the distance in
number of hexes while moving across edges.

If you had used the alternative numbering I described above, the
distance is calculated as follows:

The following could be used if the AE hexes were numbered differently (meaning X and Y each along a hex row).

mydistance((x1,y1), (x2,y2))
= if x1>x2 then mydistance((x2,y2), (x1,y1))
else if y2>=y1 then x2-x1 + y2-y1
else max(x2-x1, y1-y2)

With the numbering shown on the webpage you cited, you can calculate
distance as follows:

The following adaptation to the above code is required to account for the way the AE hexes are numbered.

yourdistance((x1,y1),(x2,y2))
= mydistance((x1 - y1 `div` 2,y1), (x2 - y2 `div` 2,y2))

i.e., convert to the simpler coordinate system and calculate distance
in that. You convert by subtracting half the y coordinate (rounded
down) from the x coordinate.

(in reply to n01487477)
Post #: 1237
RE: WitPTracker AE Release 1.4 Available - 3/18/2010 4:00:50 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: witpqs

quote:

ORIGINAL: n01487477

Base screen not complete yet ... have a bit of a chicken and the egg situation I'm still working out with HQ ranged Naval support (NS). Using witqs range calculations from his OpenOffice util etc and integration might take a little while. The Base figures you see below are just at base (so far).


When I was trying to solve that formula I went searching the net for examples. I found some that did not work for WITP/AE, then found one post that had a variation in it to account for the AE hex numbering scheme. Most of the formulae you will find by searching are for the simpler example where the X and Y axes are along hex rows. But in AE (and presumably plenty of games), only 1 axes is along a hex row, while the other is directly perpendicular to that row (and thereby does not go directly along any hex row). I kept getting very close to solving it myself but did not quite get there, then I found the post below.

I am pasting it in for your reference, because it actually contains a code snippet. I had to adapt the code snippet for a spreadsheet. No sense in you having to reverse that process - deja vu all over again!

I am inserting a couple of notes in bold to make certain I am being clear about the X and Y axes implications.



Thanks I'll look into it in more detail over the weekend, this function 'might' also open up some other things too ... much much later.


_____________________________


(in reply to witpqs)
Post #: 1238
RE: WitPTracker AE Release 1.4 Available - 3/18/2010 4:43:00 PM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline
OK,
thanks to witpqs for the formula and others for pushing me forward on the Naval Support issue...

It's nearing completion - just want to know how you want it to be formatted.

At present first number if NS - with LCU's at base
The number in parenthesis is NS - extended from HQ

Should I add these together for the first number and still leave the second in brackets?




Attachment (1)

_____________________________


(in reply to n01487477)
Post #: 1239
RE: WitPTracker AE Release 1.4 Available - 3/18/2010 6:03:53 PM   
Marc


Posts: 280
Joined: 9/5/2000
From: Braunschweig, Germany
Status: offline

quote:

ORIGINAL: n01487477

Should I add these together for the first number and still leave the second in brackets?





I'd say yes. That would be nice.

_____________________________


IJN Chokai

(in reply to n01487477)
Post #: 1240
RE: WitPTracker AE Release 1.4 Available - 3/19/2010 4:14:34 PM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: Marc


quote:

ORIGINAL: n01487477

Should I add these together for the first number and still leave the second in brackets?





I'd say yes. That would be nice.

Done ... Floyd will get some src code tomorrow

The base screen now has Engineers (not vehicles yet), Naval Support (with HQ extended support in parenthesis) & Aviation Support - with a bit of rearranging of the columns.

The LCU screen has NavS, AviationS and support ... engineers might come later or replace support.





Attachment (1)

_____________________________


(in reply to Marc)
Post #: 1241
RE: WitPTracker AE Release 1.4 Available - 3/20/2010 1:41:28 AM   
fflaguna

 

Posts: 295
Joined: 12/29/2009
Status: offline
Suggestion: On the Victory Points screen (which I look at every turn), it would be nice if we could have the graph also show total naval ships sunk and total aircraft lost per turn and also total.

(in reply to n01487477)
Post #: 1242
RE: WitPTracker AE Release 1.4 Available - 3/20/2010 1:43:08 AM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: fflaguna

Suggestion: On the Victory Points screen (which I look at every turn), it would be nice if we could have the graph also show total naval ships sunk and total aircraft lost per turn and also total.


Shouldn't be hard to add. Stand by...

(in reply to fflaguna)
Post #: 1243
RE: WitPTracker AE Release 1.4 Available - 3/20/2010 5:25:57 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
One thing I tend to be caught out on is when a unit changes its name/designation. I suddenly can't find the unit under the old name.
Would it make sense to display when it changes and to what somewhere (knowing the old name might be useful too once it changes).
Maybe with the withdraw/disband date.
They might be useful on the unit/group screen.

PS I haven't got around to loading this yet so if it is already there please excuse my ignorance.


_____________________________

Michael

(in reply to floydg)
Post #: 1244
RE: WitPTracker AE Release 1.4 Available - 3/20/2010 5:50:51 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: michaelm

One thing I tend to be caught out on is when a unit changes its name/designation. I suddenly can't find the unit under the old name.
Would it make sense to display when it changes and to what somewhere (knowing the old name might be useful too once it changes).
Maybe with the withdraw/disband date.
They might be useful on the unit/group screen.

I believe that we check the name each turn, so if it changes - we don't at present keep the original name, the only reference is the ID number. I guess we could alert the user that it has changed.

We have the withdrawal dates showing, but I guess it can be improved by showing the linkages (units and names - in the bottom display panel).

quote:


PS I haven't got around to loading this yet so if it is already there please excuse my ignorance.

Wait a little more -- it's getting better all the time

_____________________________


(in reply to michaelm75au)
Post #: 1245
RE: WitPTracker AE Release 1.4 Available - 3/20/2010 8:32:58 AM   
fflaguna

 

Posts: 295
Joined: 12/29/2009
Status: offline

quote:

ORIGINAL: floydg


quote:

ORIGINAL: fflaguna

Suggestion: On the Victory Points screen (which I look at every turn), it would be nice if we could have the graph also show total naval ships sunk and total aircraft lost per turn and also total.


Shouldn't be hard to add. Stand by...

Great, keep up the hard work. This program is a great help.

(in reply to floydg)
Post #: 1246
RE: WitPTracker AE Release 1.4 Available - 3/20/2010 10:08:23 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline
Here is what I was able to work up.

Comments?




(in reply to fflaguna)
Post #: 1247
RE: WitPTracker AE Release 1.4 Available - 3/20/2010 10:29:47 PM   
Toddr22_slith

 

Posts: 167
Joined: 7/27/2005
Status: offline
Very nice.  I would like to thank both of you for all of your hard work.  Like everyone else has said, it is appreicated.

(in reply to floydg)
Post #: 1248
RE: WitPTracker AE Release 1.4 Available - 3/21/2010 12:51:56 AM   
fflaguna

 

Posts: 295
Joined: 12/29/2009
Status: offline
floydg, I love it. It'll be nice to load all my turns and see. I can tell it took a bit of work to get it set up and polished. Thank you!

(in reply to Toddr22_slith)
Post #: 1249
RE: WitPTracker AE Release 1.0 - 3/21/2010 2:31:40 PM   
ClaudeJ


Posts: 1213
Joined: 3/8/2006
From: Belgique
Status: offline
Hello Tracker Team,

up to yesterday I was an happy user of the tracker but, to my biggest disappointment, I'm facing an issue since this morning and I can't get the Tracker to work at all.

Google intensively worked but didn't found something helpful, at least in an understandable fashion. Several saves also have been tried, I even saved a scen while playing windowed rather than full screen, the memory allocation have even been extended but it didn't solved the case.

Here is a screenshot of the error message:



Any any clue what's going on?

(in reply to Stugots)
Post #: 1250
RE: WitPTracker AE Release 1.0 - 3/21/2010 2:48:50 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline

quote:

ORIGINAL: Jan Masterson

Hello Tracker Team,

up to yesterday I was an happy user of the tracker but, to my biggest disappointment, I'm facing an issue since this morning and I can't get the Tracker to work at all.

Google intensively worked but didn't found something helpful, at least in an understandable fashion. Several saves also have been tried, I even saved a scen while playing windowed rather than full screen, the memory allocation have even been extended but it didn't solved the case.

Here is a screenshot of the error message:



Any any clue what's going on?


Looks like the routine that gets the images from the ART directory didn't work properly. Did you ever get WitPTracker AE to run with the settings in the your witptracker.properties file?

(in reply to ClaudeJ)
Post #: 1251
RE: WitPTracker AE Release 1.0 - 3/21/2010 3:14:44 PM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: Jan Masterson

Hello Tracker Team,

up to yesterday I was an happy user of the tracker but, to my biggest disappointment, I'm facing an issue since this morning and I can't get the Tracker to work at all.

Google intensively worked but didn't found something helpful, at least in an understandable fashion. Several saves also have been tried, I even saved a scen while playing windowed rather than full screen, the memory allocation have even been extended but it didn't solved the case.

Here is a screenshot of the error message:

Any any clue what's going on?


One other Q to add to Floyd's...
Are you using just stock ART/Map or have you changed something lately ? Maybe there has been some corruption to your Art folder ...

Any chance of a quick reinstall of AE to write over the Art dir again ?


_____________________________


(in reply to ClaudeJ)
Post #: 1252
RE: WitPTracker AE Release 1.0 - 3/21/2010 4:27:59 PM   
ClaudeJ


Posts: 1213
Joined: 3/8/2006
From: Belgique
Status: offline
It's back on tracks!

As Damian suspected, it was my ART folder that was the source of the problem.

In fact, yesterday I installed the "Mission" art Mod by Subchaser that I found on Spooky's site... without noticing that it was made in late 2004, obviously not for WITP AE.

Lesson Learned: Do not install mods on Saturday night!

Thank you both, very much.

(in reply to n01487477)
Post #: 1253
RE: WitPTracker AE Release 1.5 Available - 3/23/2010 9:45:25 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline
Floyd and Damien -

Again, Thank You for such an awesome too - that is constantly improved. I am still learning how to interpret and make use of all the information that is presented; could not make it thru a turn without Tracker!

Mac

_____________________________

LAV-25 2147

(in reply to floydg)
Post #: 1254
RE: WitPTracker AE Release 1.5 Available - 3/24/2010 3:14:44 AM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: Mac Linehan

Floyd and Damien -

Again, Thank You for such an awesome too - that is constantly improved. I am still learning how to interpret and make use of all the information that is presented; could not make it thru a turn without Tracker!

Mac

Cheques in the mail Mac ... more coming in the days, weeks, months to come ...

_____________________________


(in reply to Mac Linehan)
Post #: 1255
WitPTracker AE Release 1.5.1 Available - 3/24/2010 11:48:02 PM   
floydg

 

Posts: 2052
Joined: 6/27/2004
From: Middletown, NJ
Status: offline
What started out as a quick fix to resolve a few bugs turned into a bunch of new features. I'm sure nobody will complain...

Release 1.5.1 is available here.

New Features:
  • Support items shown in Base panel (engineers shown as squads + vehicles*5, aviation support as-is, naval support shown as total with other HQ in range's support applied in parenthesis)
  • Support items shown in LCU panel (engineers shown as squads + vehicles*5, aviation and naval support as-is)
  • History tables in Ship Repairs panel can now sort
  • Supply levels shown in LCU panel, filter added to show only those that have less than needed
  • SigInt pattern with a ship count added to Intel panel

    Bugs Fixed:
  • Ship upgrades for all ships should work now (upgrade ID's greater than 2000 didn't work before). For this to work, however, you'll need to start over with a new database.
  • Intel file reading for the first of a month works (date routine was messed up)

    This release should work with your 1.5 database (except as noted above), so just drop in the witptracker.jar file and track away.

    The next release will add new beans to be counted, so stand by...

    Floyd and Damian

    (in reply to n01487477)
  • Post #: 1256
    RE: WitPTracker AE Release 1.5.1 Available - 3/25/2010 12:50:58 AM   
    Wittmann30


    Posts: 43
    Joined: 3/5/2007
    From: Germany
    Status: offline
    Hey Floyd and Damian,

    have many thanks for your effort and your excellent tool!

    Cheers,

    Wittmann

    _____________________________

    “God grant me the courage not to give up what I think is right even though I think it is hopeless.”

    - Chester W. Nimitz -

    (in reply to floydg)
    Post #: 1257
    RE: WitPTracker AE Release 1.5.1 Available - 3/25/2010 1:13:06 AM   
    n01487477


    Posts: 4779
    Joined: 2/21/2006
    Status: offline
    Just to add ...

    I just want to point out the engineer/aviation/naval numbers (unlike the game), reflect the realities of not counting disabled devices. We also made a point of not counting any units that are in rest/reserve/Strat mode (base screen).

    Hope this clears up any queries before they appear ...

    Can I have a few weeks off now please?

    Enjoy
    Damian

    < Message edited by n01487477 -- 3/25/2010 1:29:29 AM >


    _____________________________


    (in reply to floydg)
    Post #: 1258
    RE: WitPTracker AE Release 1.5.1 Available - 3/25/2010 3:35:28 AM   
    Nomad


    Posts: 5905
    Joined: 9/5/2001
    From: West Yellowstone, Montana
    Status: offline
    You guys rock, take a day off. Since we forgot to sign your paycheck you will have to take some time off. Thank you both.

    _____________________________


    (in reply to n01487477)
    Post #: 1259
    RE: WitPTracker AE Release 1.5.1 Available - 3/25/2010 9:50:19 AM   
    championzhao


    Posts: 51
    Joined: 8/13/2008
    From: Ningbo,China
    Status: offline
    ÎÒÃÇÕýÔÚÖÆ×÷WITP-AEµÄÖÐÎİ棬µ«ÊÇÕâ¸öWitPTracke¸ú×ÙÈí¼þ»á²¿·Ö²»Ö§³ÖÖÐÎĵÄÏÔʾ£¬Óеĵط½´æÔÚÂÒÂëÏÖÏó¡£

    Çë½Ì£¬ÄÜ·ñÈÃÕâ¸öÈí¼þÍêÃÀÖ§³Ö¶ÁÈ¡Ë«×Ö½ÚÊý¾Ý£¿
    ·Ç³£¸Ðл


    < Message edited by championzhao -- 3/26/2010 12:54:40 AM >


    _____________________________

    The most persistent sound which reverberates through man's history is the beating of war drums.


    (in reply to Nomad)
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