Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Two problems with 1108m2

 
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 >> RE: Two problems with 1108m2 Page: <<   < prev  20 21 [22] 23 24   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Two problems with 1108m2 - 5/9/2011 12:08:49 AM   
Mac Linehan

 

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

quote:

ORIGINAL: Nemo121

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.


Nemo!

I feel somewhat betrayed....

Mac

_____________________________

LAV-25 2147

(in reply to Nemo121)
Post #: 631
RE: Two problems with 1108m2 - 5/9/2011 5:21:34 AM   
michaelm75au


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

quote:

ORIGINAL: Mac Linehan

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




HI can be used to produce devices and planes in addition to those produced by any Build Rate on said device/aircraft.


_____________________________

Michael

(in reply to Mac Linehan)
Post #: 632
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/9/2011 6:33:11 AM   
michaelm75au


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

quote:

ORIGINAL: asdicus


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.



Here is the resource/supply movement for 16 May
COMBAT EVENTS FOR 03/16/42

ADJUST TASK FORCE MISSIONS
1 Chungking receives 544 supply from Chengtu (98), store = 46645 req = 5637
1 Ichang receives 170 supply from Chungking (96), store = 2072 req = 660
1 Sinyang receives 1226 supply from Chungking (95), store = 26390 req = 8785
1 Kanhsien receives 149 supply from Chungking (96), store = 2310 req = 739
1 Kukong receives 160 supply from Chungking (96), store = 1548 req = 485
1 Mengtze receives 15 supply from Chungking (97), store = 617 req = 206
1 Nanning receives 341 supply from Chungking (97), store = 3269 req = 1060
1 Nanyang receives 163 supply from Chungking (95), store = 3055 req = 988
1 Siangtan receives 96 supply from Chungking (96), store = 2264 req = 723
1 Tienshui receives 381 supply from Chungking (96), store = 1179 req = 365
1 Pingsiang receives 170 supply from Chungking (96), store = 2006 req = 638
1 Chungking receives 603 supply from Kunming (97), store = 44240 req = 5637
1 Chungking receives 255 supply from Lanchow (95), store = 44495 req = 5637
1 Chungking receives 42 supply from Liuchow (97), store = 44537 req = 5637
1 Chungking receives 86 supply from Nanning (97), store = 44623 req = 5637
1 Chungking receives 86 supply from Nanyang (95), store = 44709 req = 5637
1 Chungking receives 14 supply from Neikiang (99), store = 44723 req = 5637
1 Chungking receives 23750 supply from Pakhoi (95), store = 68473 req = 5637
1 Chungking receives 38 supply from Paoshan (95), store = 68511 req = 5637
1 Chungking receives 13 supply from Shaoyang (96), store = 68524 req = 5637
1 Chungking receives 100 supply from Sian (96), store = 68624 req = 5637
1 Chungking receives 91 supply from Siangtan (96), store = 68715 req = 5637
1 Chungking receives 80 supply from Tienshui (96), store = 68795 req = 5637
1 Chungking receives 956 supply from Tsuyung (97), store = 69751 req = 5637
1 Chungking receives 38 supply from Tuyun (98), store = 69789 req = 5637
1 Chungking receives 32 supply from Wuchow (95), store = 69821 req = 5637
1 Chungking receives 88 supply from Pingsiang (96), store = 69909 req = 5637
2 Chungking receives 1620 fuel from Lanchow (50), store = 4220 req = 1300
2 Chungking receives 65040 resource from Pakhoi (59), store = 178900 req = 17890
2 Chungking receives 8780 fuel from Pakhoi (59), store = 13000 req = 1300

3 Pakhoi receives 53670 resource from Chungking (59), store = 125230 req = 17890
3 Pakhoi receives 9100 fuel from Chungking (59), store = 3900 req = 1300

Pakhoi seems to be main supplier of Chungking.

_____________________________

Michael

(in reply to asdicus)
Post #: 633
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/9/2011 9:12:51 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
With disruption gained while troops are at sea, a invasion TF probably should NOT start from an offmap base, but be delivered to an on-map base to recover from the long journey.

_____________________________

Michael

(in reply to michaelm75au)
Post #: 634
RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May - 5/9/2011 10:05:09 AM   
michaelm75au


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



_____________________________

Michael

(in reply to michaelm75au)
Post #: 635
RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May - 5/9/2011 2:14:05 PM   
PaxMondo


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

Thanks for the support!  Trust you are on the mend.

_____________________________

Pax

(in reply to michaelm75au)
Post #: 636
RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May - 5/9/2011 2:22:33 PM   
drw61


Posts: 894
Joined: 6/30/2004
From: South Carolina
Status: offline
I have to select the same operation mode to get units to recombine. Take a look at Pegu with the 4/14th, 4/8th and 9/11th Bns, and Canberra with the 14th, 5th and 8th Bde.
The 14th is in move mode and the Rebuild Unit button is grayed out. Select Combat mode and then you can rebuild the unit.

Thanks Daryl


Attachment (1)

(in reply to michaelm75au)
Post #: 637
RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May - 5/9/2011 2:47:27 PM   
PaxMondo


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

quote:

ORIGINAL: drw61

I have to select the same operation mode to get units to recombine. Take a look at Pegu with the 4/14th, 4/8th and 9/11th Bns, and Canberra with the 14th, 5th and 8th Bde.
The 14th is in move mode and the Rebuild Unit button is grayed out. Select Combat mode and then you can rebuild the unit.

Thanks Daryl


Isn't this WAD, or was there a change and I missed it in the change notes?

_____________________________

Pax

(in reply to drw61)
Post #: 638
RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May - 5/9/2011 2:59:19 PM   
drw61


Posts: 894
Joined: 6/30/2004
From: South Carolina
Status: offline

quote:

ORIGINAL: PaxMondo

quote:

ORIGINAL: drw61

I have to select the same operation mode to get units to recombine. Take a look at Pegu with the 4/14th, 4/8th and 9/11th Bns, and Canberra with the 14th, 5th and 8th Bde.
The 14th is in move mode and the Rebuild Unit button is grayed out. Select Combat mode and then you can rebuild the unit.

Thanks Daryl


Isn't this WAD, or was there a change and I missed it in the change notes?


You may be right. I just dont remember having to do this before to get them to combine.
Daryl

(in reply to PaxMondo)
Post #: 639
RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May - 5/9/2011 3:26:52 PM   
michaelm75au


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

quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: drw61

I have to select the same operation mode to get units to recombine. Take a look at Pegu with the 4/14th, 4/8th and 9/11th Bns, and Canberra with the 14th, 5th and 8th Bde.
The 14th is in move mode and the Rebuild Unit button is grayed out. Select Combat mode and then you can rebuild the unit.

Thanks Daryl


Isn't this WAD, or was there a change and I missed it in the change notes?

Yep.
Combining units now need to be in the same mode, unpack time and travel distance.
Units with diferring values could cause funny situations when trying to 'average out' these, so it is best for them to be the same.

_____________________________

Michael

(in reply to PaxMondo)
Post #: 640
RE: Get New Pilot - 5/9/2011 4:02:43 PM   
jeffk3510


Posts: 4132
Joined: 12/3/2007
From: Kansas
Status: offline

quote:

ORIGINAL: mikkey

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.


That went right over my head and out my office door....



_____________________________

Life is tough. The sooner you realize that, the easier it will be.

Currently chasing three kids around the Midwest.

(in reply to mikkey)
Post #: 641
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/9/2011 4:10:30 PM   
asdicus

 

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

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: asdicus


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.



Here is the resource/supply movement for 16 May
COMBAT EVENTS FOR 03/16/42

ADJUST TASK FORCE MISSIONS
1 Chungking receives 544 supply from Chengtu (98), store = 46645 req = 5637
1 Ichang receives 170 supply from Chungking (96), store = 2072 req = 660
1 Sinyang receives 1226 supply from Chungking (95), store = 26390 req = 8785
1 Kanhsien receives 149 supply from Chungking (96), store = 2310 req = 739
1 Kukong receives 160 supply from Chungking (96), store = 1548 req = 485
1 Mengtze receives 15 supply from Chungking (97), store = 617 req = 206
1 Nanning receives 341 supply from Chungking (97), store = 3269 req = 1060
1 Nanyang receives 163 supply from Chungking (95), store = 3055 req = 988
1 Siangtan receives 96 supply from Chungking (96), store = 2264 req = 723
1 Tienshui receives 381 supply from Chungking (96), store = 1179 req = 365
1 Pingsiang receives 170 supply from Chungking (96), store = 2006 req = 638
1 Chungking receives 603 supply from Kunming (97), store = 44240 req = 5637
1 Chungking receives 255 supply from Lanchow (95), store = 44495 req = 5637
1 Chungking receives 42 supply from Liuchow (97), store = 44537 req = 5637
1 Chungking receives 86 supply from Nanning (97), store = 44623 req = 5637
1 Chungking receives 86 supply from Nanyang (95), store = 44709 req = 5637
1 Chungking receives 14 supply from Neikiang (99), store = 44723 req = 5637
1 Chungking receives 23750 supply from Pakhoi (95), store = 68473 req = 5637
1 Chungking receives 38 supply from Paoshan (95), store = 68511 req = 5637
1 Chungking receives 13 supply from Shaoyang (96), store = 68524 req = 5637
1 Chungking receives 100 supply from Sian (96), store = 68624 req = 5637
1 Chungking receives 91 supply from Siangtan (96), store = 68715 req = 5637
1 Chungking receives 80 supply from Tienshui (96), store = 68795 req = 5637
1 Chungking receives 956 supply from Tsuyung (97), store = 69751 req = 5637
1 Chungking receives 38 supply from Tuyun (98), store = 69789 req = 5637
1 Chungking receives 32 supply from Wuchow (95), store = 69821 req = 5637
1 Chungking receives 88 supply from Pingsiang (96), store = 69909 req = 5637
2 Chungking receives 1620 fuel from Lanchow (50), store = 4220 req = 1300
2 Chungking receives 65040 resource from Pakhoi (59), store = 178900 req = 17890
2 Chungking receives 8780 fuel from Pakhoi (59), store = 13000 req = 1300

3 Pakhoi receives 53670 resource from Chungking (59), store = 125230 req = 17890
3 Pakhoi receives 9100 fuel from Chungking (59), store = 3900 req = 1300

Pakhoi seems to be main supplier of Chungking.

michaelm thanks again for looking at this. In the example above Pakhoi may be sending supply to Chungking but where is Pakhoi getting the supply from ? I still think that china is drawing large amounts of supply from somewhere outside of china - india and/or burma. However if you think that things are ok or working as designed then that is fine for me. I just play and enjoy the game as it is. If you do want me to post any more save games let me know.

(in reply to michaelm75au)
Post #: 642
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/9/2011 5:17:34 PM   
Gormadoc

 

Posts: 31
Joined: 3/18/2008
Status: offline
Pretty silly question, i gues but...

What does [ MEM ] signify?

(in reply to asdicus)
Post #: 643
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/9/2011 5:39:49 PM   
Omat


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

ORIGINAL: Gormadoc

Pretty silly question, i gues but...

What does [ MEM ] signify?


Hello

I believe, this is a useful hint which person is blamable :

MEM = michelm
DCB = i think Don Bowen

Omat

< Message edited by Omat -- 5/9/2011 5:41:10 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 Gormadoc)
Post #: 644
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/9/2011 7:21:52 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
It's good that the wrong part of the Burma Road is now out of the game but I would also like to have the possibility to make the Ledo Road.
Any idea how that could be achieved? Maybe a check in 1945 what bases are held by the Allies and if sufficient(Ledo, Myitkina, Lashio & Paoshan) again some XXX supplies would flow into China.
Also I check if they are held long enough would be fine so that the road doesn't instantly pop out if the bases are conquered in 45 by the Allies.

_____________________________


(in reply to Omat)
Post #: 645
RE: Two problems with 1108m2 - 5/10/2011 1:57:36 AM   
Mac Linehan

 

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

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Mac Linehan

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




HI can be used to produce devices and planes in addition to those produced by any Build Rate on said device/aircraft.



michaelm -

There is so much I do not know. Thank you for the guidance.

Mac

_____________________________

LAV-25 2147

(in reply to michaelm75au)
Post #: 646
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/10/2011 3:56:33 AM   
drw61


Posts: 894
Joined: 6/30/2004
From: South Carolina
Status: offline

quote:

ORIGINAL: BigDuke66

It's good that the wrong part of the Burma Road is now out of the game but I would also like to have the possibility to make the Ledo Road.
Any idea how that could be achieved? Maybe a check in 1945 what bases are held by the Allies and if sufficient(Ledo, Myitkina, Lashio & Paoshan) again some XXX supplies would flow into China.
Also I check if they are held long enough would be fine so that the road doesn't instantly pop out if the bases are conquered in 45 by the Allies.


BigDuke66,
dwbradley has a utility that changes the pwhexe file and allows for the building over time of the Alcan highway, Ledo road, Burma-Siam Railroad and Tiddum Roads.


Launch/Switcher Utility 1.0 from Spooky's UV & WITP Fansite http://mathubert.free.fr/index.html

and the update to 1.2 is here

http://www.matrixgames.com/forums/tm.asp?m=2545806&mpage=1&key=�

Enjoy, Daryl

(in reply to BigDuke66)
Post #: 647
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/10/2011 8:24:37 AM   
michaelm75au


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

quote:

ORIGINAL: asdicus


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: asdicus


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.



Here is the resource/supply movement for 16 May
COMBAT EVENTS FOR 03/16/42

ADJUST TASK FORCE MISSIONS
1 Chungking receives 544 supply from Chengtu (98), store = 46645 req = 5637
1 Ichang receives 170 supply from Chungking (96), store = 2072 req = 660
1 Sinyang receives 1226 supply from Chungking (95), store = 26390 req = 8785
1 Kanhsien receives 149 supply from Chungking (96), store = 2310 req = 739
1 Kukong receives 160 supply from Chungking (96), store = 1548 req = 485
1 Mengtze receives 15 supply from Chungking (97), store = 617 req = 206
1 Nanning receives 341 supply from Chungking (97), store = 3269 req = 1060
1 Nanyang receives 163 supply from Chungking (95), store = 3055 req = 988
1 Siangtan receives 96 supply from Chungking (96), store = 2264 req = 723
1 Tienshui receives 381 supply from Chungking (96), store = 1179 req = 365
1 Pingsiang receives 170 supply from Chungking (96), store = 2006 req = 638
1 Chungking receives 603 supply from Kunming (97), store = 44240 req = 5637
1 Chungking receives 255 supply from Lanchow (95), store = 44495 req = 5637
1 Chungking receives 42 supply from Liuchow (97), store = 44537 req = 5637
1 Chungking receives 86 supply from Nanning (97), store = 44623 req = 5637
1 Chungking receives 86 supply from Nanyang (95), store = 44709 req = 5637
1 Chungking receives 14 supply from Neikiang (99), store = 44723 req = 5637
1 Chungking receives 23750 supply from Pakhoi (95), store = 68473 req = 5637
1 Chungking receives 38 supply from Paoshan (95), store = 68511 req = 5637
1 Chungking receives 13 supply from Shaoyang (96), store = 68524 req = 5637
1 Chungking receives 100 supply from Sian (96), store = 68624 req = 5637
1 Chungking receives 91 supply from Siangtan (96), store = 68715 req = 5637
1 Chungking receives 80 supply from Tienshui (96), store = 68795 req = 5637
1 Chungking receives 956 supply from Tsuyung (97), store = 69751 req = 5637
1 Chungking receives 38 supply from Tuyun (98), store = 69789 req = 5637
1 Chungking receives 32 supply from Wuchow (95), store = 69821 req = 5637
1 Chungking receives 88 supply from Pingsiang (96), store = 69909 req = 5637
2 Chungking receives 1620 fuel from Lanchow (50), store = 4220 req = 1300
2 Chungking receives 65040 resource from Pakhoi (59), store = 178900 req = 17890
2 Chungking receives 8780 fuel from Pakhoi (59), store = 13000 req = 1300

3 Pakhoi receives 53670 resource from Chungking (59), store = 125230 req = 17890
3 Pakhoi receives 9100 fuel from Chungking (59), store = 3900 req = 1300

Pakhoi seems to be main supplier of Chungking.

michaelm thanks again for looking at this. In the example above Pakhoi may be sending supply to Chungking but where is Pakhoi getting the supply from ? I still think that china is drawing large amounts of supply from somewhere outside of china - india and/or burma. However if you think that things are ok or working as designed then that is fine for me. I just play and enjoy the game as it is. If you do want me to post any more save games let me know.


I had originally in one of the betas put a cap on how much resource/supply moved between bases, thinking that this was reasonable as the supply network must have some sort of limits. However, that then raised complaints about ports not having enough to load.

If you have a save a few turns before, I can try to determin who is supply Pakhoi.

_____________________________

Michael

(in reply to asdicus)
Post #: 648
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/10/2011 10:27:52 AM   
Banzan

 

Posts: 288
Joined: 3/13/2010
From: Bremen, Germany
Status: offline
I found something strange yesterday (1108m3). All parts of the 1st Burma Division prepared for Pegu but stayed in Rangoon, besides one part being in Moulmein. Moved the last part to Rangoon, unpacked and rebuild and the 1st Burma Division was prepared for Rangoon (~50), not for Pegu.

I didn't keep the saves as its just a fun game against AI and not take serious, but maybe someone else noticed something like that, too. :)

(in reply to michaelm75au)
Post #: 649
RE: Two problems with 1108m2 - 5/10/2011 10:55:44 AM   
viberpol


Posts: 838
Joined: 10/20/2005
From: Gizycko, Poland, EU
Status: offline
At the base screen there are some switches that make starting/stopping of industry repairs possible. I wonder if there is a way to make similar switches that stop/start repairs of the damaged airfield/port?

Repairs of bases cost supplies, right?
If there is an isolated base, pounded every turn by the enemy bombers, wouldn't the commander rather prohibit repairing the facilities and save the supplies for troops?






Attachment (1)

_____________________________

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

(in reply to Mac Linehan)
Post #: 650
RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May - 5/10/2011 1:18:18 PM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: asdicus


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: asdicus


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.



Here is the resource/supply movement for 16 May
COMBAT EVENTS FOR 03/16/42

ADJUST TASK FORCE MISSIONS
1 Chungking receives 544 supply from Chengtu (98), store = 46645 req = 5637
1 Ichang receives 170 supply from Chungking (96), store = 2072 req = 660
1 Sinyang receives 1226 supply from Chungking (95), store = 26390 req = 8785
1 Kanhsien receives 149 supply from Chungking (96), store = 2310 req = 739
1 Kukong receives 160 supply from Chungking (96), store = 1548 req = 485
1 Mengtze receives 15 supply from Chungking (97), store = 617 req = 206
1 Nanning receives 341 supply from Chungking (97), store = 3269 req = 1060
1 Nanyang receives 163 supply from Chungking (95), store = 3055 req = 988
1 Siangtan receives 96 supply from Chungking (96), store = 2264 req = 723
1 Tienshui receives 381 supply from Chungking (96), store = 1179 req = 365
1 Pingsiang receives 170 supply from Chungking (96), store = 2006 req = 638
1 Chungking receives 603 supply from Kunming (97), store = 44240 req = 5637
1 Chungking receives 255 supply from Lanchow (95), store = 44495 req = 5637
1 Chungking receives 42 supply from Liuchow (97), store = 44537 req = 5637
1 Chungking receives 86 supply from Nanning (97), store = 44623 req = 5637
1 Chungking receives 86 supply from Nanyang (95), store = 44709 req = 5637
1 Chungking receives 14 supply from Neikiang (99), store = 44723 req = 5637
1 Chungking receives 23750 supply from Pakhoi (95), store = 68473 req = 5637
1 Chungking receives 38 supply from Paoshan (95), store = 68511 req = 5637
1 Chungking receives 13 supply from Shaoyang (96), store = 68524 req = 5637
1 Chungking receives 100 supply from Sian (96), store = 68624 req = 5637
1 Chungking receives 91 supply from Siangtan (96), store = 68715 req = 5637
1 Chungking receives 80 supply from Tienshui (96), store = 68795 req = 5637
1 Chungking receives 956 supply from Tsuyung (97), store = 69751 req = 5637
1 Chungking receives 38 supply from Tuyun (98), store = 69789 req = 5637
1 Chungking receives 32 supply from Wuchow (95), store = 69821 req = 5637
1 Chungking receives 88 supply from Pingsiang (96), store = 69909 req = 5637
2 Chungking receives 1620 fuel from Lanchow (50), store = 4220 req = 1300
2 Chungking receives 65040 resource from Pakhoi (59), store = 178900 req = 17890
2 Chungking receives 8780 fuel from Pakhoi (59), store = 13000 req = 1300

3 Pakhoi receives 53670 resource from Chungking (59), store = 125230 req = 17890
3 Pakhoi receives 9100 fuel from Chungking (59), store = 3900 req = 1300

Pakhoi seems to be main supplier of Chungking.

michaelm thanks again for looking at this. In the example above Pakhoi may be sending supply to Chungking but where is Pakhoi getting the supply from ? I still think that china is drawing large amounts of supply from somewhere outside of china - india and/or burma. However if you think that things are ok or working as designed then that is fine for me. I just play and enjoy the game as it is. If you do want me to post any more save games let me know.


I had originally in one of the betas put a cap on how much resource/supply moved between bases, thinking that this was reasonable as the supply network must have some sort of limits. However, that then raised complaints about ports not having enough to load.

If you have a save a few turns before, I can try to determin who is supply Pakhoi.


Michael, is there a setting we mere mortal players can use to get that level of detail on supply/resource movement in our Combat Events file?

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to michaelm75au)
Post #: 651
RE: Two problems with 1108m2 - 5/10/2011 1:20:13 PM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline

quote:

ORIGINAL: viberpol

At the base screen there are some switches that make starting/stopping of industry repairs possible. I wonder if there is a way to make similar switches that stop/start repairs of the damaged airfield/port?

Repairs of bases cost supplies, right?
If there is an isolated base, pounded every turn by the enemy bombers, wouldn't the commander rather prohibit repairing the facilities and save the supplies for troops?







Viber, repairs of damage to AF/Port at a base do not consume supplies. They do have to be done first, before any additional AF/Port/Fort construction/expansion.

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to viberpol)
Post #: 652
RE: Two problems with 1108m2 - 5/10/2011 1:50:56 PM   
viberpol


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

quote:

ORIGINAL: USS America


quote:

ORIGINAL: viberpol

At the base screen there are some switches that make starting/stopping of industry repairs possible. I wonder if there is a way to make similar switches that stop/start repairs of the damaged airfield/port?

Repairs of bases cost supplies, right?
If there is an isolated base, pounded every turn by the enemy bombers, wouldn't the commander rather prohibit repairing the facilities and save the supplies for troops?



Viber, repairs of damage to AF/Port at a base do not consume supplies. They do have to be done first, before any additional AF/Port/Fort construction/expansion.


Ups... Really? It looks I made a fool of myself...

So many years I've been playing this magnificient game and I always thought every construction works need supplies... and repair is in a way a construction work, isn't it? It seemed so logical...

Every day we learn something new. OK. I'd better say nothing before someone start shouting the game is broken because airfields repair by themselves...



_____________________________

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

(in reply to USSAmerica)
Post #: 653
RE: Two problems with 1108m2 - 5/10/2011 7:12:42 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Is that really for repairing AF & port? I thought its for industry that's also what the tooltip shows, besides that at the base itself I can't see an option to stop repairs for AF & port only for industry.
I would like to have the option to stop AF & port repairs because they suck up the engineering capability and fortification doesn't go ahead, I see that quite good at Clark Field that base is pounded again & again by planes and despited having a bunch of engineers it just doesn't get going with the construction of fortifications because they are repairing again and again.

< Message edited by BigDuke66 -- 5/10/2011 7:14:37 PM >


_____________________________


(in reply to viberpol)
Post #: 654
RE: Two problems with 1108m2 - 5/10/2011 10:00:00 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Repairs of Port/Airfield Service/Airfield Runway require no supplies but do have to be done before base construction (Port/Airfield/Fortifications) can proceed. In WITP I believe those repairs did require supplies (hence the confusion) but they do not in AE.

Repair of the other stuff - factories, etc. is separate and AFAIK takes 1,000 supply to repair 1 point and only 1 point can be repaired per day. You can control repairs of this "other stuff" on the screen for each individual item (click on the icon at the bottom of the screen when the base is selected), or in the screen brought up by the "j" key.

(in reply to BigDuke66)
Post #: 655
RE: Two problems with 1108m2 - 5/11/2011 7:31:40 AM   
castor troy


Posts: 14330
Joined: 8/23/2004
From: Austria
Status: offline

quote:

ORIGINAL: witpqs

Repairs of Port/Airfield Service/Airfield Runway require no supplies but do have to be done before base construction (Port/Airfield/Fortifications) can proceed. In WITP I believe those repairs did require supplies (hence the confusion) but they do not in AE.

Repair of the other stuff - factories, etc. is separate and AFAIK takes 1,000 supply to repair 1 point and only 1 point can be repaired per day. You can control repairs of this "other stuff" on the screen for each individual item (click on the icon at the bottom of the screen when the base is selected), or in the screen brought up by the "j" key.



base repaires also never used supply in WITP, no idea why this myth held itselve so long and is even carried over to AE. I guess it should use supplies but then you also should have the option to "repair" or "do not repair".

_____________________________


(in reply to witpqs)
Post #: 656
RE: Two problems with 1108m2 - 5/11/2011 8:27:56 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
I would like to have it no matter if it uses supply or not. When I just hold out on a base there is really no need to repair facilities that aren't and won't be used by me anymore

_____________________________


(in reply to castor troy)
Post #: 657
RE: Two problems with 1108m2 - 5/11/2011 10:20:17 AM   
beppi

 

Posts: 382
Joined: 3/11/2004
From: Austria
Status: offline
Michaelm some quick feedback from the newest beta patch:

1.) There is a problem with the replacements in combination with splitting a division/rebuilding it. The current delay is deleted/removed when a unit is split/rebuilt. Leads to a possibility to draw more replacement than allowed.

2.) Would it be possible to change the color of the dots for the supply path to lets say yellow ? Black is a little hard to see especially with jungle/mountain hexes.

(in reply to BigDuke66)
Post #: 658
RE: Two problems with 1108m2 - 5/11/2011 2:29:24 PM   
PaxMondo


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

quote:

ORIGINAL: BigDuke66

I would like to have it no matter if it uses supply or not. When I just hold out on a base there is really no need to repair facilities that aren't and won't be used by me anymore

Pretty significant gameplay rule change you are proposing. Suggest you post it in Main for discussion if you are serious about it. Currently, the patch is WAD with respect to this item.

_____________________________

Pax

(in reply to BigDuke66)
Post #: 659
RE: Two problems with 1108m2 - 5/12/2011 6:52:50 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
I wonder if the movement of resources, oil & fuel should be limited like it is for supply for some bases.
Because if the change made to the resource movement a short while ago Pakhoi(my only port left) drew 36920 in a single turn what is almost as much as whole China produces in one turn, pretty overkill I would say.
And even before that I can see some weird fuel movements, Pakhoi has just a level 3 port so 3000 points of fuel are requested, I don't think WITP tries to double that like it does for supplies but despite that I had days where fuel ran over 10k points and that at a base with no heavy industry.

I alos wonder if it wouldn't be better to let the player also set values for resources, oil & fuel like he can do it already for supply, so if he wants something there he simply raises the requested value and waits for the base to draw it.

_____________________________


(in reply to PaxMondo)
Post #: 660
Page:   <<   < prev  20 21 [22] 23 24   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Two problems with 1108m2 Page: <<   < prev  20 21 [22] 23 24   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

0.781