Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Moved to another Patch 06 - Public Beta - Build 1108p3 updated 10 July

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> Moved to another Patch 06 - Public Beta - Build 1108p3 updated 10 July Page: [1] 2 3 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
Moved to another Patch 06 - Public Beta - Build 1108p3 ... - 2/17/2011 10:40:31 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
This is an on-going unofficial beta install.

This is being done solely on my responsibilty and outside the normal Matrix process. I still don't have any info on WHEN patch 6 will be made official, but this would be helpful step to ensure that there are not runtime issues with the code when it is.

PLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.

Background:
Last month my development PC had a meltdown while I was working on changes since the last released build (02).
As a result, I had to rebuild the dev environment on a new PC. The new PC had a newer O/S than my old one plus additional Window patches installed.

The build works fine on my PC, but then it is also the one that created it.
A few beta testers have tried the new EXE but I am not sure as to how many actually have tried it on various PC combinations.

As a result, I need to be 100% convinced that the new code will run on existing installs of AE.

I have created an installer that will install the new EXE and DLL (for build 03) onto your PC in a new directory called Beta2. A shortcut, like the original Beta one, will be created on the desktop referencing the new directory.

I would appreciate it if some of you could try this out on your various O/S and CPUs to ensure that ongoing code will be executable.
Load up a save and play a few turns. Let me know if you have any issues with it.
Also, try using tracker to see if the DLL still works.

Again, my warning:
PLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.

Here is a list of the additional changes since 1108c (build 2)

[1108c+]
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
Revised restore of report files from save
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
Fixed 'buy-for-supply' ships remained at 1 day delay
Fixed Error in Kamikaze determination in Flak Attack
Fixed Kamikaze training not affecting low naval bombing
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
Changed Pilot experience hit based on category rather specific air type
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons

[1108d]
Fixed Removed ships under repair/conversion from AV support total
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
Changed Re-enabled limited on-map routing for off-map TFs
Removed Disband check for resource/oil that was added earlier as can be worked around
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
Changed Night missions on list using BLUE rather than BLACK
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution

[1108e]
Changed Arriving LCU units were building more than needed devices if not enough in device pool
Fixed Was returning wrong Allied device to pool on LCU device upgrade
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
Changed Adjusted off-map entry point for way-points
Fixed Altitude not being changed on some dive bomber attacks in AAA
Changed TBs excluded from dive bombing accuracy change in order to address LB accuracy issue [MEM]

[1108f]
Fixed Auto convoy returning resource/oil to home base when not required to
Added Army screen shows a '+' next to under-strength devices that are in pool, a '!' next to device if upgrade in the pool. Helps to see what replacements can be used
Fixed CTD when checking groups on withdrawing ships
Changed Restored image files for centre windows
Fixed Extend packing time and operMode to combining editor components of parent LCU
Changed Vary DL for base created TFs, use same DL for TF split
Fixed Leader of delayed group being re-assigned continually
Fixed HQ check so that first HQ is included

[1108g]
Changed Update device in TOE when changed in order to fix land replacements
Fixed Return cargo for CS or AC not checked if home base and current base are the same
Fixed Force TF to use offmap if incorrectly set due to changes of destination

[1108h]
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
Changed Allow 'independent' commands to change without cost to another

[1108i]
Fixed Unoccupied bases were not being getting correct hq, mainly affecting Allies. New HQ will be the theatre hq of base doing capture, or first LCU in hex.
Fixed Japanese production was over-producing upgraded devices for LCUs
Changed Ship display of ARD shows lift capacity
Fixed Sub-units not having withdraw delay decremented
Fixed Updated offmap checks for home base

[1108j]
Fixed Issue with carriers in range code; could cause data corruption
Fixed Not all TRACOM pilots showed in lists
Fixed Limit retreat after meeting TF surface combat to actual combat
Changed Removed endurance limit on PTs that limits attacks
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
Fixed Empty fragments stopping editor sub-units from recombining
Fixed Some leaders that moved between units retained their move lock-out so didn't show in free leader list
Changed Raised the max air rank for direct group control
Changed TBs excluded from dive bombing accuracy change in order to address LB accuracy issue
Added Filter added for active/inactive ship upgrades on ship list
Changed Increased ship list from 1000 to 1300 per port/tf
Changed Offmap TF refueling uses only TFs in same hex with same time to base
Fixed Copy over group's upgrade path to units on divide command; when recombined the parent path will apply
Changed Updated editor component subunit recombining due to mismatched devices [MEM]

[1108k]
Changed Refined the land device upgrade and replacement phases to better control devices [MEM]
Changed Suppress LCU devices that have no TOE number and are not present (ready or disabled, and wont take any replacements) in LCU [MEM]
Fixed Only add production resources to pool if scenario player's production on, else add to normal device pools [MEM]
Fixed Preserve highest leader when recombining subunits [MEM]
Fixed Bug in loading scenario that was not putting pilots in to General Reserve (group 0). [MEM]
(Pilots can't be put directly into TRACOM by editor, as group 30000 can't be assigned there. It can set by using 'wtiploadae' tool.)
Fixed Using offmap movement, it was possible to route TFs with large ships to river ports. [DCB]
Changed TF mission change for Amphib and Transport limited based on transport capacity used; was troops only [DCB]
Changed Improved ship-based group upgrade/replacement when in a base; shouldn't need to disembark the group [MEM]
Fixed On-map TF hex list behaves like other TF hex lists [MEM]
Added LCU replacement/upgrade will handle duplicate/out of order devices in LCU [MEM]
Fixed Some TOE upgrades were happening too soon;due to the upgrade delay being set to 9999 which ends up as no delay.
(Existing games not affected but new games will not have these TOE upgrades) [MEM]

Fixed loop due to perpetual device upgrade loop 973->966->973... seems to an error in OOB

Fixed Detachment groups wouldn't re-attach to parent group
Fixed another loop due to device upgrade loop

Changed Code base of reformed LCUs that can't arrive [MEM]
Fixed Error in limiting CD fire [MEM]
Fixed Occassional drop out of base selection, disappearance or mouse over [MEM]
Fixed Building VM units corrupts TOE of GHQ and Kwantung HQ [MEM]
Fixed Old convoy units could show up in Destroyed LCU list [MEM]

1108k5
Changed LCU rebuild requires same Op Mode and March parameters for all subunits [MEM]
Changed LCU withdraw date was being cleared in some cases and not others when killed; fixed so that destroyed LCUs can't be reformed if due to withdraw [MEM]

1108k6
Changed Added mission being trained for on group screen if primary is not TRAINING [MEM]
Added The group admin & stack data is displayed on the hex list screen if applicable, rather than when overloaded. Overloaded shows in RED [MEM]
Fixed Build rate of supply-generated ships was getting set back to '0'; should have been '1' [MEM]
Added Number of building 'supply-generated ships' shown in () on ship reinforcement screen [MEM]
Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]
Changed Removed same march direction restriction from rebuilding LCUs. [MEM]
Changed Play news of naval combat only if major combat ships involved [MEM]

1108k7
Added Show which weapon by '**' is causing split units not to combine [MEM]
Fixed Removed disbanded LCUs from rebuild check [MEM]
Changed Re-aligned some fields on the Aircraft & Engine pool screen [MEM]
Changed Updated the Save game screen to reflect the correct background as to WHO is saving it [MEM]
Added On Save screen for PBEM there is a button to change the player's password. It is only shown when ending the player's turn. [MEM]
Added On load of email save, report if in-turn or end-turn save [MEM]
Changed Adjusted base air stacks be updated during turn due to missions, movement, etc [MEM]
Added Army lists can now show experience, morale, fatigue, disruption, TOE upgrade delay [MEM]
Added On ships with mine devices, an '*' is printed in Ammo column if there are devices in the pool; acts as a quick check if mines could be loaded [MEM]
Fixed Restored the auto-upgrade of squad/engineer devices when LCU takes upgrades; incorrectly changed in 1108e [MEM]
Changed Ships that are still outfitting for more than one day can't be put into TF; one day delay could be put into Escort TF [MEM]
Added Total line in mouse-over for case of more than one friendly land unit [MEM]
Tweaked recombining of editor units into parent unit - mismatched weapons could cause devices to be removed [MEM]
Fixed Error in initial settings of manpower at start of scenario [MEM]

[1108k8]
Tweaked combining editor component units some more [MEM]
Fixed Seaplane support not being supplied by minor damaged ship when disbanded in port, but does for same ship in TF [MEM]
Corrected Admin stacking info on group screen not reflecting supported levels [MEM]
Tweaked Group stacking on base with AF 6+ gains a 1/3 lowering of the "Aircraft Stack Level" for 4E planes[MEM]
Tweaked Added limits to how much excess res/supply/etc is moved to/from base each turn [MEM]
Added Supply, fuel, resource and oil can be stockpiled at bases. By stockpiling, no other bases can draw off them [MEM]
Stopping industry lowers base's resource requirement. Several screens showing supply/fuel/oil/res will be color-coded if being stockpiled.
Added ability to cancel loading of a CS taskforce [MEM]
Added filter to Industry Menu to show all base industry not meeting minimum requiremets - potential failure to produce [MEM]
Fixed Return CS cargo of fuel or supply didn't always get returned. Expected only oil or resources being returned. TF could stay loading/waiting [MEM]
Changed Replaced top 3 skills on group pilot screen with line of skill averages [MEM]
Added On LCU Withdraw List: * at end of name means withdrawn losing devices; on LCU screen "out of theatre" means loses devices [MEM]
Fixed Naval retreat after combat which could force TF to retreat "off-map" [MEM]

[1108k9]
Added Hotkey '5' will show the supply path from the selected base where the number shows the lessening effect of supply [MEM]
Changed Made the location on TF list attempt to cater for "at base" loading as distinct from "at base, moving to" [MEM]
Changed Naval bombardment will use the minimum range setting of TF when determining best target. If unit can't hit back at range, then "less" chance of being target [MEM]
Reworked TFs that are not moving are prone to any minefields in current hex; seemed to have been broken by an earlier fix [MEM]
Tweaked Added target/destination hex check to the AI Auto TF Build to exclude over-sized ships [MEM]
Added After 6 months, an expired pooled device (sqd or engineer type) will slowly convert to the upgraded version; if japan, obsolete devices back to the raw materials [MEM]
Added Auto-conversion is option in the in-game preferences. New games assume it is ON [MEM]
(PBEM assumes on for both players - Japanese player can turn it off/on so it applies for synchronisation.)
Fixed Wrong screen showing when returning BACK from Group screen to groups-in-base list screen [MEM]
Fixed Error in some calculations of MP and ARM points for squad-type devices in some places [MEM]
Fixed Not all devices being shown in the device/industry/resource pool [MEM]

[1108m]
Fixed Dropped airgroup dets from parent groups if not on map [MEM]
Added Indicate on base screen if Burma Road is open (on Ledo, Rangoon and Tsuyung) [MEM]
Added Right-click adds/subtracts 5000 supply from base additional needs - got tired of extra clicks :) [MEM]
Tweaked Lowered excess resource/oil threshold from 10 days to 5 days; has been 10 since start but think it is too high. Should flow to ports for use elsewhere [MEM]
Restored password change on email save - wrong variable used [MEM]
Tweaked Deleted more killed/captured pilots when at pilot max limit [MEM]
Tweaked TF list to standardize locations a bit more [MEM]
Fixed Trainee replacement pool not being reduced [MEM]
Tweaked Moved the combat and ops reports on the screen to the left to allow for longer lines [MEM]
Added Allied groups can see air upgrades from related nationalities if PDU is on: CW group sees Aus,NZ,Can,Brit; IND group sees Brit; USMC & USN can trade planes. Will be a PP cost to use other nationality [MEM]

[1108m2]
Tweaked Allow CW nat aircraft swapping between CW nations (Aus,NZ,Can,Brit) [MEM]
Fixed Missing devices from japan pool when device is upgraded and more are needed to be built [MEM]

[1108m3]
Tweaked Show the supply path as black dots in a PBEM rather than actual suppply numbers [MEM]
Added Mine count on TF list [MEM]
Tweaked TOE upgrade in order for it to retain any the same weapons even if they have moved slot [MEM]
Changed the 'turret hit' to show what weapon mount it is [MEM]
Fixed Moonlight and Turn were mixed together on top line of some screens [MEM]
Fixed Mines were not being removed from sub properly if TF wasn't docked. Allowed for base in hex if not docked [MEM]
Tweaked Increased required oil/resource by a fraction of the load capacity of any TFs in hex wanting a load [MEM]
Tweaked Stockpiling resource/oil creates a small 'need' for such [MEM]
Changed Removed Ledo from Burma Road consideration [MEM]
Added 'Get xx pilots' will appear to allow over-fill once group has pilot operational level [MEM]
Tweaked Suppress some 'get pilot' buttons if not applicable [MEM]
Changed Stop ability to overfill fragments [MEM]
Added Show group or pilot stats on the group list screen [MEM]
Changed Made current TOE upgrade delay show as -1 on LCU list so it can sort this cases [MEM]
Tweaked LCU rebuilt in order for it to retain any weapons could upgrade to TOE weapon [MEM]

[1108m4/5]
Tweaked Wrong altitude was being used in some cases. Could impact raid, co-ordination and low level intercepts [MEM]
Fixed Overflowing list caused lockup during air/land combat [MEM]
Fixed Carry over replacement delay on LCU recombining [MEM]
Changed Color of supply dot to yellow [MEM]
Added Option to release or retire low experienced named pilots - in group and reserve lists [MEM}
Fixed Error in movement of fuel and determination of excess resources [MEM]
Tweaked Pilot overflow to clear more pilots. Corrected some discrepancies in pilot numbers [MEM]
Fixed Auto-upgrade of squad devices when LCU taking replacements that cause an upgrade [MEM]
Fixed Fragments were taking settings from the parent group, rather than group being created from [MEM]
Fixed AA rockets not showing up in some of the class/ship waepon lists [MEM]
Fixed Unable to get plane replacement on smaller groups [MEM]
Fixed Some reported altitudes are 100' off the correct value [MEM]
Tweaked Air attacks at 10K were not being adjusted for misses when checking each bomb dropped.
[A miss after a hit should end the 'stick' or increase the odds of any further bombs in same 'stick' of missing.]

Fixed Overflow bug causes large LCU to be killed off [MEM]
Fixed Display issue with ship reinforce screen [MEM]


[1108m6]
Fixed Escorts not being marked as used in some cases causing multiple sweeps [MEM]
Fixed Bug when strategic move set while packing caused move of only one hex [MEM]
Fixed Dedicated training group lost ability to add trainee pilots [MEM]
Fixed A LCU movement flag was not always being cleared which could cause a move to suddenly be cancelled [MEM]
Tweaked Rebuilding LCU from editor sub-components will attempt to upgrade devices in order to match common device [MEM]
Fixed Added additional place list sort when loading a save [MEM]
Changed Reordered the map place display list to restore possible missing LCUs [MEM]

[1108m7]
Fixed Too many old devices could be converted sometimes leading to -ve in pool [MEM]
Fixed TOE upgrades could lose devices as counts were sometimes replaced, rather than added [MEM]
Tweaked Disabled option to stop Light Industry as it is a permament industry like resources (per Andrew Brown) [MEM]
Fixed On turn 1, a mid-turn Allied save can be read by Japan by skipping the password. Only applicable on that one save [MEM]
Added Additional release buttons on the Reserve Pilot screen [MEM]
Added New option to load tenders in port from the ship list screen [DCB]
Changed From a base, Show Upgrade Due screen defaults to 'allow upgrade ships' [MEM]
Removed Right-click from group PILOT keyword as PLANES is now on screen [MEM]
Tweaked Computer player TOE upgrades are slightly randomized to stop all happening at once [MEM]
Changed Removed Torpedo Ordnance from 'non-Air Hq' land unit's TOE/list so that device is not treated as a device; tallies are stored elsewhere so it is redundant once scenario is loaded [MEM]
(was causing some strange occurances)

[1108m8]
Fixed Transfer carrier trained status when recombining split groups [MEM]
Fixed Ship due upgrade count could have a number but nothing in due lists. Upgrade ship was under repair [MEM]
(Combination of Ships under repair and Ships due upgrade shows those which are being repaired that might jump into an upgrade at same time)
Fixed Wrong pilot reserve being accessed when no pilots in replacement pool [MEM]
Fixed Pass over any TOE upgrade for Torpedo Ordnance device. Include HQ type/radius change [MEM]
Added Show speed mode in TF list [MEM]
Tweaked Message delays - space bar will turn toggle the general message delay off/on [MEM]
Tweaked No spoilage on excess supply/fuel at SPS level for bases in first week of scenario [MEM]

[1108m9]
Tweaked On mouse over land units, unit number is in [], and if too many to list, "plus xx more LCUs" will be added to display. Leave room for "Total" line [MEM]
Fixed Missing weapons on ship database ingame [MEM]
Tweaked Randomize unit detection affecting base DL [MEM]
Tweaked Turn on normal message delay at end of turn cycle (except for continous play) [MEM]
Tweaked Added more info on mouse over on groups in hex and land/naval list [DCB]
Fixed Stop TF endurance from going below 0 - caused CTD [MEM]
Fixed Low skill pilots could start with high individual skill [MEM]

[1108p1]
Fixed Overflow of refueling arrays if large number of ships in TFs insame hex [MEM]

[1108p2]
Tweaked Added more detail to 'refitting' messages on ships and limited repair changes after a upgrade [MEM]
Tweaked Moved flak attack on air transports to AFTER any CAP intercepts [MEM]
Fixed Possible TF unloading issue when no squads are present [DCB]
Fixed Minelaying mission didn't 'return by same path' if waypoints set [MEM]
>>>>Tweaked TF refuleing when a ship in TF is below 70% fuel, and limit refuel to ship(s) below 70% [MEM]

[1108p3]
Tweaked Seaplane support/supply for search and strike to behave similiarily [MEM]
Tweaked Added a "load tender" button to ship screen to complement use of seaplane supply [MEM]
Changed When ship with no air ordn left, CAP is limited and no search/asw can be performed [MEM]
Tweaked Inactive pilots (delay = 1) should be treated as if active for fatigue recovery [MEM]
Fixed Refueling ship from port didn't check for available ops points [MEM]
Changed Don't allow ships without free ops points at start of cycle from replenishing at sea [MEM]
Changed Re-enabled cloud drawing during order phase [MEM]
Removed DB diving attack on ships only - introduced at start of 1108 patches by me for some obscure reason [MEM]
Fixed Incorrect calculation for number of planes at base; earlier patch bug [MEM]
Tweaked Add ammo levels to the mouse over on the TF-ship transfer screen [MEM]
Fixed The earlier 70% fuel fix caused refueling if ship was under 70% fuel - were not able to top-off the TF [MEM]



Can't delete the attachment here for some reason (internal server error).
The new installer is located in post #1055 (page 36) of this thread.

Attachment (1)

< Message edited by michaelm -- 7/12/2011 12:04:12 PM >


_____________________________

Michael
Post #: 1
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/17/2011 11:38:55 AM   
pws1225

 

Posts: 1166
Joined: 8/9/2010
From: Tate's Hell, Florida
Status: offline
Good Morning Michael - I just ran Scenario 1 test game in heads-up mode. Everything ran normally.
System: Dell Studio - Intel Core i7, 8 Meg
OS: Windows Vista (64 bit) Home Premium
Command line: "C:\Matrix Games - AI\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -f -px1152 -py0864 -altFont -skipVideo

I'll give tacker a shot this evening. Thanks for all your efforts.

Regards - Paul

(in reply to michaelm75au)
Post #: 2
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/17/2011 11:42:48 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
quote:

ORIGINAL: michaelm

This is an unofficial "short-term" beta install.
[1108j]
Fixed Not all TRACOM pilots showed in lists


Thanks for all the continued ongoing support!!!
Ran a couple of turns. Everythinglooks good for me.

command line:
"F:\WitPAE\Beta2\War in the Pacific Admiral Edition.exe" -ww -cpu2 -altFont -colorblind -dd_sw -skipVideo - deepColor
(old guy specs!)

started tracker, loaded another couple of turns. Looks fine.

system specs:





Attachment (1)

< Message edited by PaxMondo -- 2/17/2011 2:54:26 PM >


_____________________________

Pax

(in reply to michaelm75au)
Post #: 3
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/17/2011 11:59:25 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
balance of system specs:







Attachment (1)

_____________________________

Pax

(in reply to PaxMondo)
Post #: 4
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/17/2011 3:02:17 PM   
drw61


Posts: 894
Joined: 6/30/2004
From: South Carolina
Status: offline
Have ran 4 two day turns using an existing game (modifided DaBigBabes, Apr 42) with no problems.

Dell XPS 420
Intel Quad Q6600 2.4Ghz
Mem 6 GB
Windows Vista SP2, 64 bit OS
ATI Radeon HD5600

Thanks for the great support!
Daryl

Added:
Command line used is
"C:\Matrix Games2\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -altFont -cpu4 -multiaudio -dd_sw -px1440 -py0900

< Message edited by drw61 -- 2/17/2011 3:04:02 PM >

(in reply to PaxMondo)
Post #: 5
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/17/2011 3:16:55 PM   
drw61


Posts: 894
Joined: 6/30/2004
From: South Carolina
Status: offline
One of the new features surprised me when I first thought that the 2/1 AIF Pioneer had 181 AIF infantry. Took me a little time for my old eyes to register it was 18!
Again thanks for all the hard work.









Attachment (1)

< Message edited by drw61 -- 2/17/2011 3:17:49 PM >

(in reply to drw61)
Post #: 6
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/17/2011 7:12:02 PM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline
I loaded it and it seems to be fine, only ran a couple of turns, will give it a work out tonight.

Thanks

< Message edited by oldman45 -- 2/17/2011 7:13:33 PM >


_____________________________


(in reply to drw61)
Post #: 7
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/17/2011 11:16:05 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline
I ran four turns of an old testbed game I used for the Emergency Reinforcements. H-to-H, all aircraft grounded, nothing at sea except the IJN invasion Tf. I set every ship, merchant and naval, in SF and Colombo and Osaka (hundreds) to Auto-Convoy "Yes", and turned on every base for Auto-convoy "Yes" for both sides.

Over four turns the AI formed and deployed auto-convoy TFs every turn at all three bases. Both supplies and fuel. I saw no evidence of any attempt to form outbound AC TFs loaded with either Resources or Oil. I didn't run long enough to see if there would be an attempt to load un-ordered Resources or Oil at the destination bases, but for four turns the auto-convoy system worked as designed, and as it used to. If I see any odd destination behavior I'll let you know.

I'm running Windows XP SP3 on a 7-YO, single-core Pentium w/ 2 gigs of RAM. I told the load screens to enable to new beta exec and to make the DB changes from the last official patch to this old save.

_____________________________

The Moose

(in reply to michaelm75au)
Post #: 8
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/17/2011 11:28:12 PM   
dereck


Posts: 2800
Joined: 9/7/2004
From: Romulus, MI
Status: offline
Ran a couple turns with my existing game (didn't save over my games) but things seemed okay.






Attachment (1)

_____________________________

PO2 US Navy (1980-1986);
USS Midway CV-41 (1981-1984)
Whidbey Island, WA (1984-1986)
Naval Reserve (1986-1992)

(in reply to michaelm75au)
Post #: 9
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 12:32:47 AM   
Omat


Posts: 2414
Joined: 8/18/2004
Status: offline
Hello

1.) I ran a couple turns, seems ok

Running: AMD Athlon X2 Dual Core
Processor BE-2350
2.10 Ghz, 1.00 GB RAM

Windows XP, SP 3


2.) I am not sure if this is a bug, but I think not logical:

Problem:
Variant A:
1.) Go to No. 146 RAF in Calcutta
2.) Hit the request veteran button
3.) Select from the "any pool" and select the pilot from the No.242 RAF and the No. 146 get him.

Variant B:
1.) Go to No. 146 RAF in Calcutta
2.) Hit the request veteran button
3.) Select from the "group pool" and select the pilots from the No.242 RAF and the No. 146 does NOT get the pilot. Instead the pilot go the the fighter pool...but i requested for the No. 146...

Short: Both variants requests a pilot for No. 146 Sqn. When you took variant A you get one and if you take variant B you don’t.

< Message edited by Omat -- 2/18/2011 12:43:48 AM >


_____________________________

"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell

(in reply to dereck)
Post #: 10
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 4:16:10 AM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
XP professional SP2 US
no problems (3 turns)
Thanks Michael

_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to michaelm75au)
Post #: 11
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 5:09:22 AM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline
Ran 14 turns and things seem fine!

_____________________________


(in reply to Rainer)
Post #: 12
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 6:47:31 AM   
noguaranteeofsanity


Posts: 257
Joined: 11/24/2009
From: Sydney, Australia
Status: offline
Ran several turns and seems fine also.

Win 7 64bit
Intel Core i7 x980
12gb RAM
Nvidia Quadro FX 4800
DirectX 11

(in reply to oldman45)
Post #: 13
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 7:43:30 AM   
mjk428

 

Posts: 1944
Joined: 6/15/2002
From: Western USA
Status: offline
Ran several test turns of an old save game on 2 machines with no problems.

AMD Phenom II X4 940
4GB Ram
Nvidia GTX 260 (216 core)
Asus Mobo
Onboard sound

Intel i5 M460
6 GB Ram
ATI Mobility 5470
Onboard sound

Both running in a window on Win 7 Home Premium 64 bit.

_____________________________


(in reply to noguaranteeofsanity)
Post #: 14
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 8:13:20 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: drw61

One of the new features surprised me when I first thought that the 2/1 AIF Pioneer had 181 AIF infantry. Took me a little time for my old eyes to register it was 18!
Again thanks for all the hard work.









You'r right!
I didn't even notice it.
I might see if can use some other symbol to amke it more obvious.

_____________________________

Michael

(in reply to drw61)
Post #: 15
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 8:14:54 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: Omat

Hello

1.) I ran a couple turns, seems ok

Running: AMD Athlon X2 Dual Core
Processor BE-2350
2.10 Ghz, 1.00 GB RAM

Windows XP, SP 3


2.) I am not sure if this is a bug, but I think not logical:

Problem:
Variant A:
1.) Go to No. 146 RAF in Calcutta
2.) Hit the request veteran button
3.) Select from the "any pool" and select the pilot from the No.242 RAF and the No. 146 get him.

Variant B:
1.) Go to No. 146 RAF in Calcutta
2.) Hit the request veteran button
3.) Select from the "group pool" and select the pilots from the No.242 RAF and the No. 146 does NOT get the pilot. Instead the pilot go the the fighter pool...but i requested for the No. 146...

Short: Both variants requests a pilot for No. 146 Sqn. When you took variant A you get one and if you take variant B you don’t.

I'll have a look. More likely some difference in how code is doing the selection rather a binary EXE error.
Thanks

_____________________________

Michael

(in reply to Omat)
Post #: 16
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 8:42:06 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: Omat

2.) I am not sure if this is a bug, but I think not logical:

Problem:
Variant A:
1.) Go to No. 146 RAF in Calcutta
2.) Hit the request veteran button
3.) Select from the "any pool" and select the pilot from the No.242 RAF and the No. 146 get him.

Variant B:
1.) Go to No. 146 RAF in Calcutta
2.) Hit the request veteran button
3.) Select from the "group pool" and select the pilots from the No.242 RAF and the No. 146 does NOT get the pilot. Instead the pilot go the the fighter pool...but i requested for the No. 146...

Short: Both variants requests a pilot for No. 146 Sqn. When you took variant A you get one and if you take variant B you don’t.


I think what I am trying to do is to allow you to transfer pilots between groups (any filter) and allowing you to transfer pilots to the Reserve (when group filter on).

In other places, I have used the right/left click to make the distinction.
This screen might have been set up before I went with the r/l-click.
I'll see if I can make it work same way so outcome is same regardless.

_____________________________

Michael

(in reply to Omat)
Post #: 17
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 10:12:38 AM   
viberpol


Posts: 838
Joined: 10/20/2005
From: Gizycko, Poland, EU
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: drw61

One of the new features surprised me when I first thought that the 2/1 AIF Pioneer had 181 AIF infantry. Took me a little time for my old eyes to register it was 18!
Again thanks for all the hard work.









You'r right!
I didn't even notice it.
I might see if can use some other symbol to amke it more obvious.


Some other color of "!" can make it more obvious IMHO

_____________________________

Przy lackim orle, przy koniu Kiejstuta Archanioł Rusi na proporcach błysł

(in reply to michaelm75au)
Post #: 18
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 10:43:45 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: viberpol


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: drw61

One of the new features surprised me when I first thought that the 2/1 AIF Pioneer had 181 AIF infantry. Took me a little time for my old eyes to register it was 18!
Again thanks for all the hard work.









You'r right!
I didn't even notice it.
I might see if can use some other symbol to amke it more obvious.


Some other color of "!" can make it more obvious IMHO


I was going to change it to '=' rather '!'.
Coloring a single character may not give enough contrast.





Attachment (1)

_____________________________

Michael

(in reply to viberpol)
Post #: 19
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 11:01:28 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
Oh yeah, that works! 

Thanks for the ongoing support!!!==++ 

_____________________________

Pax

(in reply to michaelm75au)
Post #: 20
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 11:51:53 AM   
pws1225

 

Posts: 1166
Joined: 8/9/2010
From: Tate's Hell, Florida
Status: offline
I ran a few more turns last night including using Tracker. No problems!

Thanks Michael.

(in reply to michaelm75au)
Post #: 21
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 11:54:45 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Excellent !!!!
Was a bit worried about the DLL translating saves for Tracker after the Windows patch last year (IIRC) that broke it.


_____________________________

Michael

(in reply to pws1225)
Post #: 22
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 12:29:56 PM   
Omat


Posts: 2414
Joined: 8/18/2004
Status: offline
Hello

Tanks for your respond. You don`t need to change it only because I feel it is not logic for me. :) Well I am not th hub of the world so dan`t waste your time.

Bye
quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Omat

2.) I am not sure if this is a bug, but I think not logical:

Problem:
Variant A:
1.) Go to No. 146 RAF in Calcutta
2.) Hit the request veteran button
3.) Select from the "any pool" and select the pilot from the No.242 RAF and the No. 146 get him.

Variant B:
1.) Go to No. 146 RAF in Calcutta
2.) Hit the request veteran button
3.) Select from the "group pool" and select the pilots from the No.242 RAF and the No. 146 does NOT get the pilot. Instead the pilot go the the fighter pool...but i requested for the No. 146...

Short: Both variants requests a pilot for No. 146 Sqn. When you took variant A you get one and if you take variant B you don’t.


I think what I am trying to do is to allow you to transfer pilots between groups (any filter) and allowing you to transfer pilots to the Reserve (when group filter on).

In other places, I have used the right/left click to make the distinction.
This screen might have been set up before I went with the r/l-click.
I'll see if I can make it work same way so outcome is same regardless.



< Message edited by Omat -- 2/18/2011 12:30:00 PM >


_____________________________

"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell

(in reply to michaelm75au)
Post #: 23
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 12:32:24 PM   
littleike

 

Posts: 159
Joined: 10/3/2007
Status: offline
Game still exit to desktop after F12 press.

Thanks for your effort Michaelm and good work.

(in reply to Omat)
Post #: 24
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 12:34:34 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: littleike

Game still exit to desktop after F12 press.

Thanks for your effort Michaelm and good work.

That is a quick exit key; WAD

_____________________________

Michael

(in reply to littleike)
Post #: 25
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 12:36:40 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: Omat

Hello

Tanks for your respond. You don`t need to change it only because I feel it is not logic for me. :) Well I am not th hub of the world so dan`t waste your time.

Bye
quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Omat

2.) I am not sure if this is a bug, but I think not logical:

Problem:
Variant A:
1.) Go to No. 146 RAF in Calcutta
2.) Hit the request veteran button
3.) Select from the "any pool" and select the pilot from the No.242 RAF and the No. 146 get him.

Variant B:
1.) Go to No. 146 RAF in Calcutta
2.) Hit the request veteran button
3.) Select from the "group pool" and select the pilots from the No.242 RAF and the No. 146 does NOT get the pilot. Instead the pilot go the the fighter pool...but i requested for the No. 146...

Short: Both variants requests a pilot for No. 146 Sqn. When you took variant A you get one and if you take variant B you don’t.


I think what I am trying to do is to allow you to transfer pilots between groups (any filter) and allowing you to transfer pilots to the Reserve (when group filter on).

In other places, I have used the right/left click to make the distinction.
This screen might have been set up before I went with the r/l-click.
I'll see if I can make it work same way so outcome is same regardless.




You are correct in that it does not seem logical; why bend the pool filter to act differently when it really is dependent on the pilot where he should go.

_____________________________

Michael

(in reply to Omat)
Post #: 26
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 8:59:18 PM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: viberpol


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: drw61

One of the new features surprised me when I first thought that the 2/1 AIF Pioneer had 181 AIF infantry. Took me a little time for my old eyes to register it was 18!
Again thanks for all the hard work.









You'r right!
I didn't even notice it.
I might see if can use some other symbol to amke it more obvious.


Some other color of "!" can make it more obvious IMHO


I was going to change it to '=' rather '!'.
Coloring a single character may not give enough contrast.






What about inserting a space before the special character to separate it from the number and make it more obvious...


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to michaelm75au)
Post #: 27
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 11:22:45 PM   
noguaranteeofsanity


Posts: 257
Joined: 11/24/2009
From: Sydney, Australia
Status: offline
When viewing the search arcs, it seems that if the arc ends on 0 degrees in a clockwise direction (eg 330 to 0), it appears in the old colour scheme.  All other arcs appear in the new colour scheme.

(in reply to Reg)
Post #: 28
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/18/2011 11:26:36 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: Reg


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: viberpol


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: drw61

One of the new features surprised me when I first thought that the 2/1 AIF Pioneer had 181 AIF infantry. Took me a little time for my old eyes to register it was 18!
Again thanks for all the hard work.









You'r right!
I didn't even notice it.
I might see if can use some other symbol to amke it more obvious.


Some other color of "!" can make it more obvious IMHO


I was going to change it to '=' rather '!'.
Coloring a single character may not give enough contrast.






What about inserting a space before the special character to separate it from the number and make it more obvious...


There is a space (or two) there.

_____________________________

Michael

(in reply to Reg)
Post #: 29
RE: Patch 06 - Public Beta - Build 1108j (build03) - 2/20/2011 11:48:33 AM   
Halsey

 

Posts: 5069
Joined: 2/7/2004
Status: offline
Running fine.
Blue looks good.


Just a note though.

On your revised TO&E symbols.
Should look like this.

(+) means overstrength.
(-) means understrength.


The way you have it set up.

(+) means needs.
(-) means too many.
Confusing to recognize at a glance.

(in reply to michaelm75au)
Post #: 30
Page:   [1] 2 3 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> Moved to another Patch 06 - Public Beta - Build 1108p3 updated 10 July Page: [1] 2 3 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.422