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RE: 1108m2 beta division merge issues - 5/7/2011 6:41:22 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Maybe I missed something but is the only practically way in-game to see if an LCU is overdue with its TOE upgrade is to check the TOE row on the ground unit list?
If so could the sorting be checked because units with 0 delay aren't sorted instead they are just scattered over the list and hard to find.

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Post #: 601
RE: 1108m2 beta division merge issues - 5/7/2011 8:56:42 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
New feature
Switch to show pilot stats in group or group stats showing kills and losses - only on the group list not the hex list




Attachment (1)

< Message edited by michaelm -- 5/7/2011 8:58:23 AM >


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Michael

(in reply to BigDuke66)
Post #: 602
RE: 1108m2 beta division merge issues - 5/7/2011 9:01:36 AM   
michaelm75au


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

ORIGINAL: BigDuke66

Maybe I missed something but is the only practically way in-game to see if an LCU is overdue with its TOE upgrade is to check the TOE row on the ground unit list?
If so could the sorting be checked because units with 0 delay aren't sorted instead they are just scattered over the list and hard to find.


Yes 0 (TOE upgrade now) and - (no TOE upgrade) are both treated as '0' in a numeric sense.

I'll make the '0' delay (ie can happen now) as -1 so they'll sort separately.

< Message edited by michaelm -- 5/7/2011 9:13:37 AM >


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Michael

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Post #: 603
RE: 1108m2 beta division merge issues - 5/7/2011 9:35:41 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
I like the new feature!

How about doing - (no TOE upgrade) as -1 so we would get the '0' delay (ie can happen now) units right behind the ones that do the upgrade in the next days so the player must not scroll up and down to take a closer look at those.

< Message edited by BigDuke66 -- 5/7/2011 9:37:48 AM >


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Post #: 604
RE: 1108m2 beta division merge issues - 5/7/2011 1:28:54 PM   
PaxMondo


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

quote:

ORIGINAL: michaelm

New feature
Switch to show pilot stats in group or group stats showing kills and losses - only on the group list not the hex list




WOW!!!

Thanks!! This is great!!!



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Pax

(in reply to michaelm75au)
Post #: 605
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/7/2011 5:27:26 PM   
flankspeed


Posts: 61
Joined: 1/30/2006
Status: offline

quote:

ORIGINAL: michaelm
[1108m]
Tweaked Deleted more killed/captured pilots when at pilot max limit [MEM]



Any chance of an increased pilot limit in a future patch?

(in reply to michaelm75au)
Post #: 606
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/7/2011 6:05:49 PM   
asdicus

 

Posts: 260
Joined: 5/16/2002
From: Surrey,UK
Status: offline
I have a query rather than a bug regarding the ease of moving large amounts of supply between distant bases via very poor terrain.

In the opening release of ae it was near impossible to move supply by land from india to burma and from burma to china. This seemed very realistic as in reality the terrain between burma/india is thick jungle with just a few muddy tracks. Supplies and goods were shipped by sea to rangoon.

The more recent patches have allowed supplies to flow automatically from india to burma and then from burma to china - in very large amounts eg tens of thousands of supply points. This means I never have to ship supply by sea into burma very unrealistic and in china I can supply all my troops and bases quite easily. You can see this in my current pbm game. Chunking has recently gained around 50k supplies drawn from rangoon. save pbm attached.

Is the supply draw system working as planned and if so is it allowing supply to flow too easily over impassible terrain ? Also are too many supply points being allowed to move in this way ?

Attachment (1)

(in reply to michaelm75au)
Post #: 607
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 12:24:02 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Something quite strange happened, a ships was sunk but without being hit.
I checked thru every combat report and although two attacks on TFs in Singapore where flown none hit any ship, despite that the OpsReport shows me "AM Toowoomba is reported HIT"(that message wasn't shown as I watched the turn) and the ship list shows me "Sunk by 60 kg GP Bomb on turn 35 at 50,84 near Singapore"(sinking was reported in the second SHIP CREWS PERFORM DAMAGE CONTROL phase).
Only thing I found was that right before the hit message in the Opsreport the same ship reports "AM Toowoomba has spotted a Japanese Fighter at 50,84", could this "fighter" have attacked & sunk the Toowoomba?


Attachment (1)

< Message edited by BigDuke66 -- 5/8/2011 12:26:58 AM >


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Post #: 608
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 12:35:24 AM   
witpqs


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

ORIGINAL: BigDuke66

Something quite strange happened, a ships was sunk but without being hit.
I checked thru every combat report and although two attacks on TFs in Singapore where flown none hit any ship, despite that the OpsReport shows me "AM Toowoomba is reported HIT"(that message wasn't shown as I watched the turn) and the ship list shows me "Sunk by 60 kg GP Bomb on turn 35 at 50,84 near Singapore"(sinking was reported in the second SHIP CREWS PERFORM DAMAGE CONTROL phase).
Only thing I found was that right before the hit message in the Opsreport the same ship reports "AM Toowoomba has spotted a Japanese Fighter at 50,84", could this "fighter" have attacked & sunk the Toowoomba?



This isn't new. It sounds like the ship was sighted by a search plane, which then attacked it and hit it. It sunk.

(in reply to BigDuke66)
Post #: 609
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 1:05:53 AM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline
Yeah, those messages can fly by pretty quickly when watching the replay, and you need to look in the Ops Report to see them.  The ship easily could have mis-reported the type of plane.  FoW and all.  

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(in reply to witpqs)
Post #: 610
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 3:27:22 AM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline

quote:

ORIGINAL: asdicus

I have a query rather than a bug regarding the ease of moving large amounts of supply between distant bases via very poor terrain.

In the opening release of ae it was near impossible to move supply by land from india to burma and from burma to china. This seemed very realistic as in reality the terrain between burma/india is thick jungle with just a few muddy tracks. Supplies and goods were shipped by sea to rangoon.

The more recent patches have allowed supplies to flow automatically from india to burma and then from burma to china - in very large amounts eg tens of thousands of supply points. This means I never have to ship supply by sea into burma very unrealistic and in china I can supply all my troops and bases quite easily. You can see this in my current pbm game. Chunking has recently gained around 50k supplies drawn from rangoon. save pbm attached.

Is the supply draw system working as planned and if so is it allowing supply to flow too easily over impassible terrain ? Also are too many supply points being allowed to move in this way ?



I should be so lucky..I am still finding a very real challenge getting supplies into China and Thailand/Burma theaters, even with maybe 20 transportation squadrons and the Burma Road being open..

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Post #: 611
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 4:03:43 AM   
michaelm75au


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

quote:

ORIGINAL: asdicus

I have a query rather than a bug regarding the ease of moving large amounts of supply between distant bases via very poor terrain.

In the opening release of ae it was near impossible to move supply by land from india to burma and from burma to china. This seemed very realistic as in reality the terrain between burma/india is thick jungle with just a few muddy tracks. Supplies and goods were shipped by sea to rangoon.

The more recent patches have allowed supplies to flow automatically from india to burma and then from burma to china - in very large amounts eg tens of thousands of supply points. This means I never have to ship supply by sea into burma very unrealistic and in china I can supply all my troops and bases quite easily. You can see this in my current pbm game. Chunking has recently gained around 50k supplies drawn from rangoon. save pbm attached.

Is the supply draw system working as planned and if so is it allowing supply to flow too easily over impassible terrain ? Also are too many supply points being allowed to move in this way ?

This is the resource/supply movement between bases for that turn. I don't see that movement.
1 Chungking receives 13 supply from Neikiang (99), store = 70736 req = 5623
1 Mandalay receives 24 supply from Rangoon (99), store = 1052 req = 351
1 Meiktila receives 11 supply from Rangoon (99), store = 737 req = 246
1 Prome receives 100 supply from Rangoon (99), store = 257 req = 53
1 Taung Gyi receives 18 supply from Rangoon (99), store = 770 req = 257
1 Toungoo receives 13 supply from Rangoon (99), store = 800 req = 267
1 Pegu receives 4010 supply from Rangoon (100), store = 20598 req = 3182
2 Magwe receives 500 oil from Rangoon (91), store = 10000 req = 1000
3 Rangoon receives 3000 oil from Magwe (91), store = 7000 req = 1000

The path for resource movement from Rangoon to Chungking can be traced through the rail/road network mainly.
It's length is not affected by any of the beta patches. The only patch change was to extend the supply length for resource movement once every 7 days to go one or two hex to cater for a path tracing hitch.

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Michael

(in reply to asdicus)
Post #: 612
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 4:13:55 AM   
michaelm75au


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

quote:

ORIGINAL: flankspeed


quote:

ORIGINAL: michaelm
[1108m]
Tweaked Deleted more killed/captured pilots when at pilot max limit [MEM]



Any chance of an increased pilot limit in a future patch?


Before I could think about changing this, the developers of 'staff' and 'tracker' would need to sure that they could handle the change of size. Last time I made a change to one of the arrays it broke 'staff'.
Otherwise these two tools would cease to work anymore.

My concern is that players have just filled every group in sight with the maximim number of pilots possible regardless if those groups even have any planes to fly.
During the couple years of AE testing, there was no discussion about the need to increase the pilot pool. Going from 30K to 50K was deemed sufficient.
If the game had been written from scratch rather enhanced, it would have been done in a more open ended fashion instead of fixed numbers.

_____________________________

Michael

(in reply to flankspeed)
Post #: 613
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 5:28:53 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Next beta will be dalyed a few days while I recover from a cold cold.

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Michael

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Post #: 614
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 6:11:18 AM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
You will not - repeat - not get sick
Best wishes.

_____________________________

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 #: 615
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 7:26:59 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
I hope you get well soon.

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Post #: 616
RE: Get New Pilot - 5/8/2011 10:28:53 AM   
mikkey


Posts: 3142
Joined: 2/10/2008
From: Slovakia
Status: offline
quote:

ORIGINAL: jeffk3510
Maybe this has been addressed...but I just downloaded this beta...been using the most recent patch prior to this. Everytime I open the beta it will NOT open in full screen. I still see the min/full/exit symbols at the top and half of the bottom is cut off (goes outside of my screen) and can't see the base info at the bottom...
If I need to post a screenshot I will...just let me know how.
Thanks.

Beta shortcut contain only -w switch (windowed mode). You can delete -w switch from beta shortcut for full screen mode, or copy switches from normal WitP AE shortcut and beta game will be start with your previous setting. More information about switches contain WhatsNew.pdf in WitP AE folder.

_____________________________


(in reply to jeffk3510)
Post #: 617
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 1:42:32 PM   
asdicus

 

Posts: 260
Joined: 5/16/2002
From: Surrey,UK
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: asdicus

I have a query rather than a bug regarding the ease of moving large amounts of supply between distant bases via very poor terrain.

In the opening release of ae it was near impossible to move supply by land from india to burma and from burma to china. This seemed very realistic as in reality the terrain between burma/india is thick jungle with just a few muddy tracks. Supplies and goods were shipped by sea to rangoon.

The more recent patches have allowed supplies to flow automatically from india to burma and then from burma to china - in very large amounts eg tens of thousands of supply points. This means I never have to ship supply by sea into burma very unrealistic and in china I can supply all my troops and bases quite easily. You can see this in my current pbm game. Chunking has recently gained around 50k supplies drawn from rangoon. save pbm attached.

Is the supply draw system working as planned and if so is it allowing supply to flow too easily over impassible terrain ? Also are too many supply points being allowed to move in this way ?

This is the resource/supply movement between bases for that turn. I don't see that movement.
1 Chungking receives 13 supply from Neikiang (99), store = 70736 req = 5623
1 Mandalay receives 24 supply from Rangoon (99), store = 1052 req = 351
1 Meiktila receives 11 supply from Rangoon (99), store = 737 req = 246
1 Prome receives 100 supply from Rangoon (99), store = 257 req = 53
1 Taung Gyi receives 18 supply from Rangoon (99), store = 770 req = 257
1 Toungoo receives 13 supply from Rangoon (99), store = 800 req = 267
1 Pegu receives 4010 supply from Rangoon (100), store = 20598 req = 3182
2 Magwe receives 500 oil from Rangoon (91), store = 10000 req = 1000
3 Rangoon receives 3000 oil from Magwe (91), store = 7000 req = 1000

The path for resource movement from Rangoon to Chungking can be traced through the rail/road network mainly.
It's length is not affected by any of the beta patches. The only patch change was to extend the supply length for resource movement once every 7 days to go one or two hex to cater for a path tracing hitch.

michaelm thank-you for looking at this. I have gone back over my save games for the last month and I think I have a better example of the growth of supply stocks in china.
The first save is for the 16 May 1942. The second is for the 17 May 1942
Supply stocks changes - Bombay 201k to 175k, Calcutta 134k to 164k, Rangoon 76k to 72k, Chungking 46k to 70k, Changsha 36k to 37k. 16 may save attached
My concern is the increase at Chungking from 46k to 70k. This supply is not coming from within china so it must be coming from burma or india. 24k increase in supply at Chungking in 1 day. Over time this soon adds up.


Attachment (1)

(in reply to michaelm75au)
Post #: 618
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 1:43:40 PM   
asdicus

 

Posts: 260
Joined: 5/16/2002
From: Surrey,UK
Status: offline
save for 17 May 1942 re supply movements to china.


Attachment (1)

(in reply to asdicus)
Post #: 619
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 2:54:02 PM   
PaxMondo


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

quote:

ORIGINAL: michaelm

Next beta will be dalyed a few days while I recover from a cold cold.

Hang in there! I had a brutal "bug" myself last week.

Blackberry brandy for medicinal purposes. Works great for that "lingering" cough!

_____________________________

Pax

(in reply to michaelm75au)
Post #: 620
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/8/2011 5:28:23 PM   
asdicus

 

Posts: 260
Joined: 5/16/2002
From: Surrey,UK
Status: offline

quote:

ORIGINAL: asdicus

save for 17 May 1942 re supply movements to china.


I have a new pbm save. This turn the supply at Chungking went from 67k to 113k. I have the previous turn if you would like that as well.

Attachment (1)

(in reply to asdicus)
Post #: 621
RE: Two problems with 1108m2 - 5/8/2011 8:33:01 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: sspahr

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.



A supply path can be traced to Ledo from Tsuyung.
I changed the hotkey 5 to use the same setting as for the Burma Road, and found that the path is going across non-road, no-rail hexes.
According to the manual, it is suppose to follow roads and rails.

When I checked the code, it is not limiting the path by the requirement for road/rail.

I have changed it to the stated condition and it now follows the road/rail network.
As a result, the road is now closed.!
-----------------------
But even when the path is clear of enemy units, it is not possible to trace a road/rail path to Ledo from Tsuyung.
I don't think we can change this to a road/rail network only.


michaelm -

I really liked the supply trace numerical values with the original implementation of the "5" key, is this deactivated - and now only black indicators?

If I missed a post - or the obvious, I apologize.

You have performed miracles; and have my sincere respect, Sir.

Mac

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LAV-25 2147

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Post #: 622
RE: Two problems with 1108m2 - 5/8/2011 9:44:33 PM   
berto


Posts: 20708
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline
quote:

ORIGINAL: Mac Linehan

I really liked the supply trace numerical values with the original implementation of the "5" key, is this deactivated - and now only black indicators?

I'm using the latest beta, 1108m2, and the "5" key supply numbers seem to be working fine.

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Post #: 623
RE: Two problems with 1108m2 - 5/8/2011 10:12:00 PM   
michaelm75au


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

quote:

ORIGINAL: Mac Linehan


quote:

ORIGINAL: michaelm

quote:

ORIGINAL: sspahr

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.



A supply path can be traced to Ledo from Tsuyung.
I changed the hotkey 5 to use the same setting as for the Burma Road, and found that the path is going across non-road, no-rail hexes.
According to the manual, it is suppose to follow roads and rails.

When I checked the code, it is not limiting the path by the requirement for road/rail.

I have changed it to the stated condition and it now follows the road/rail network.
As a result, the road is now closed.!
-----------------------
But even when the path is clear of enemy units, it is not possible to trace a road/rail path to Ledo from Tsuyung.
I don't think we can change this to a road/rail network only.


michaelm -

I really liked the supply trace numerical values with the original implementation of the "5" key, is this deactivated - and now only black indicators?

If I missed a post - or the obvious, I apologize.

You have performed miracles; and have my sincere respect, Sir.

Mac

In a PBEM game, the numbers become black dots. There was some concern that seeing the numbers end before they become zero would give away positions of enemy units. With the 'dot', you can't easily tell if the same path ended normally or because of enemy roadblock.

_____________________________

Michael

(in reply to Mac Linehan)
Post #: 624
RE: Two problems with 1108m2 - 5/8/2011 10:30:33 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Mac Linehan


quote:

ORIGINAL: michaelm

quote:

ORIGINAL: sspahr

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.



A supply path can be traced to Ledo from Tsuyung.
I changed the hotkey 5 to use the same setting as for the Burma Road, and found that the path is going across non-road, no-rail hexes.
According to the manual, it is suppose to follow roads and rails.

When I checked the code, it is not limiting the path by the requirement for road/rail.

I have changed it to the stated condition and it now follows the road/rail network.
As a result, the road is now closed.!
-----------------------
But even when the path is clear of enemy units, it is not possible to trace a road/rail path to Ledo from Tsuyung.
I don't think we can change this to a road/rail network only.


michaelm -

I really liked the supply trace numerical values with the original implementation of the "5" key, is this deactivated - and now only black indicators?

If I missed a post - or the obvious, I apologize.

You have performed miracles; and have my sincere respect, Sir.

Mac

In a PBEM game, the numbers become black dots. There was some concern that seeing the numbers end before they become zero would give away positions of enemy units. With the 'dot', you can't easily tell if the same path ended normally or because of enemy roadblock.


michaelm -

Yet again, you have the answer before I even ask - kind of biblical.... <grin>

I can but gravel at you feet, Sir!

Mac

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LAV-25 2147

(in reply to michaelm75au)
Post #: 625
RE: Two problems with 1108m2 - 5/8/2011 10:33:28 PM   
Nemo121


Posts: 5821
Joined: 2/6/2004
Status: offline
WHy would you lay gravel at his feet?

Is this some Army thing? Surely it'd be better to grovel?

*cough* kamikazes * cough* Just a friendly reminder.

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Well, that's that settled then.

(in reply to Mac Linehan)
Post #: 626
RE: Two problems with 1108m2 - 5/8/2011 10:36:09 PM   
witpqs


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

quote:

ORIGINAL: Nemo121

WHy would you lay gravel at his feet?



It helps with drainage.

(in reply to Nemo121)
Post #: 627
RE: Two problems with 1108m2 - 5/8/2011 10:43:52 PM   
Nemo121


Posts: 5821
Joined: 2/6/2004
Status: offline
Touche

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John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.

(in reply to witpqs)
Post #: 628
RE: Two problems with 1108m2 - 5/8/2011 11:04:16 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Nemo121

WHy would you lay gravel at his feet?



It helps with drainage.


My Point exactly....

Le Mac (Mac in French).

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(in reply to witpqs)
Post #: 629
RE: Two problems with 1108m2 - 5/8/2011 11:09:41 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline
michaelm -

Strongly suspect that this has been already asked -

Any chance of a global setting for Heavy Industry Off / On?

Am currently the Allies, and using your magical patch to busily turn off HI to save fuel.

Now Gentlemen; if I am off track - and there is a reason to keep HI on as the Allies, please don't hesitate to slap me around.

Mac



< Message edited by Mac Linehan -- 5/8/2011 11:45:22 PM >


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Post #: 630
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