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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 7:30:58 AM   
Oliver Heindorf


Posts: 1911
Joined: 5/1/2002
From: Hamburg/Deutschland
Status: offline
@ michaelm & Don : I have seen it too but vice versa i.e. engageing the Jap CV TF with a good SF TF. In the above combat report I see that both TFs made contact at 20k yards distance. Rage cloes to 15k yards wich is no surprise to me as a big huge CV cant stop and turn away within seconds. A ship like the Big E would take 5k yards stopping from 20 knots or more and I think of the size of the circle if its turn around for 180 degrees. If these TFs were running bow front to the other TFs bow front range closes up very fast for big ships. A big huge ship cant stop immeadiatly and turn away/run away.  Therefore I dont see any really big problems in the game as I rarly hit any CVs with a SF TF - mostly, the CVs got away unharmed or just 1-3 5" guns hit.

_____________________________


(in reply to Itdepends)
Post #: 151
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 7:42:02 AM   
michaelm75au


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

ORIGINAL: Itdepends

This may or may not be related to the patch but something screwy is going on in the last turn of my PBEM. Running 1108p3

The combat replay results don't match the turn. When I first run the combat replay CL Sumatra getting torpedoed east of Noumea and there's no air action north of Tenant creek. The turn I received shows aircraft damaged from a large air battle north of Tenant creek (bomber types match) but no damage to CL Sumatra.

If I run the combat replay a second time- CL Sumatra doesn’t get torpedoed but the big air battle happens north of Tenant creek (which matches the aircraft losses showing in the turn intel screen).

The results are 100% repeatable. If I save the combat replay from the email my opponent sent to my AE directory, the first time I run the replay I get CL Sumatra torpedoed and no air battle north of Tenant creek. Run it the second time and the air battle happens but CL Sumatra doesn't feature.

Is this a possible bug or could it be a result of the combat replay being a different "run" (resolution of turn) from the actual saved turn.

And whats with the combat replay changing depending on how many times you view it- it's like there's a "counter" in there (or in the program) which influences the results.

Cheers,

Daniel

Do you get any warning messages when loading the combat replay file?
There is no counter and the results should be the same no matter how many times it gets run.
However, it does sometimes happen that the result from the actual turn will differ from the replay after an upgrade for one or two turns.
I ran a combat save after starting the game and then again and compared the report files. They were the same.

Maybe you can attach the combat replay save here?

_____________________________

Michael

(in reply to Itdepends)
Post #: 152
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 8:39:41 AM   
Itdepends

 

Posts: 937
Joined: 12/12/2005
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No warning messages when loading. Just tried it again- this time without putting the Player 2 password in. Made no difference- CL Sumatra ate a torp on the first replay and didn't feature the second time I ran it.
Here's the combat replay file (note I've only renamed it to .zip, it's still a .pws file)

Attachment (1)

(in reply to michaelm75au)
Post #: 153
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 8:43:41 AM   
Itdepends

 

Posts: 937
Joined: 12/12/2005
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Here's Sumatra eating a torp





Attachment (1)

(in reply to Itdepends)
Post #: 154
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 8:48:18 AM   
Itdepends

 

Posts: 937
Joined: 12/12/2005
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Here's Sumatra in the turn (following day) note lack of damage




Attachment (1)

(in reply to Itdepends)
Post #: 155
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 8:53:45 AM   
Itdepends

 

Posts: 937
Joined: 12/12/2005
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Start of combat reports from first and second time the replay is run

First Time
AFTER ACTION REPORTS FOR Jun 13, 42
--------------------------------------------------------------------------------
Submarine attack near Esperance at 55,155

Japanese Ships
SS I-164, hits 3, heavy damage

Allied Ships
DD Grayson



SS I-164 is sighted by escort
I-164 diving deep ....
DD Grayson fails to find sub, continues to search...
DD Grayson attacking submerged sub ....
SS I-164 forced to surface!
DD Grayson firing on surfaced sub ....
DD Grayson firing on surfaced sub ....
DD Grayson firing on surfaced sub ....
DD Grayson firing on surfaced sub ....
DD Grayson firing on surfaced sub ....
Contact with submarine is lost


--------------------------------------------------------------------------------
Sub attack near Langsa at 46,72

Japanese Ships
APD Numakaze
APD Nadakaze

Allied Ships
SS Haddock



SS Haddock launches 2 torpedoes at APD Numakaze
Haddock diving deep ....
APD Nadakaze attacking submerged sub ....
SS Haddock eludes ASW attack from APD Nadakaze
SS Haddock eludes APD Nadakaze by diving deep
APD Nadakaze cannot establish contact with SS Haddock
APD Nadakaze fails to find sub, continues to search...
APD Nadakaze fails to find sub, continues to search...
APD Nadakaze fails to find sub, continues to search...
APD Nadakaze fails to find sub, continues to search...
Escort abandons search for sub


--------------------------------------------------------------------------------
Night Air attack on Horn Island , at 91,128

Weather in hex: Thunderstorms

Raid spotted at 21 NM, estimated altitude 12,000 feet.
Estimated time to target is 7 minutes


Allied aircraft
Hudson III (LR) x 4


No Allied losses



Runway hits 2

Aircraft Attacking:
4 x Hudson III (LR) bombing from 10000 feet
Airfield Attack: 4 x 250 lb GP Bomb



--------------------------------------------------------------------------------
Night Air attack on Horn Island , at 91,128

Weather in hex: Thunderstorms

Raid spotted at 2 NM, estimated altitude 11,000 feet.
Estimated time to target is 0 minutes


Allied aircraft
Hudson III (LR) x 9


No Allied losses



Aircraft Attacking:
9 x Hudson III (LR) bombing from 10000 feet
Airfield Attack: 4 x 250 lb GP Bomb



--------------------------------------------------------------------------------
Night Air attack on Allahabad , at 51,26

Weather in hex: Thunderstorms

Raid spotted at 49 NM, estimated altitude 11,000 feet.
Estimated time to target is 16 minutes


Allied aircraft
Blenheim IV x 14
Hudson IIIa x 6
Wellington Ic x 6
B-25C Mitchell x 6


Allied aircraft losses
Hudson IIIa: 1 damaged



Airbase supply hits 1
Runway hits 1

Aircraft Attacking:
6 x Blenheim IV bombing from 10000 feet
Airfield Attack: 4 x 250 lb GP Bomb
8 x Blenheim IV bombing from 10000 feet
Airfield Attack: 4 x 250 lb GP Bomb
6 x Hudson IIIa bombing from 10000 feet
Airfield Attack: 4 x 250 lb GP Bomb
6 x Wellington Ic bombing from 10000 feet
Airfield Attack: 8 x 500 lb GP Bomb
6 x B-25C Mitchell bombing from 10000 feet
Airfield Attack: 6 x 500 lb GP Bomb



--------------------------------------------------------------------------------
Sub attack near Noumea at 115,159

Japanese Ships
SS RO-66

Allied Ships
CL Sumatra, Torpedo hits 1, on fire, heavy damage
DD Preston



SS RO-66 launches 6 torpedoes at CL Sumatra
DD Preston fails to find sub, continues to search...
DD Preston attacking submerged sub ....
DD Preston fails to find sub, continues to search...
DD Preston fails to find sub, continues to search...
DD Preston fails to find sub, continues to search...
Escort abandons search for sub


--------------------------------------------------------------------------------
Sub attack near Hakodate at 121,54

Japanese Ships
PB Saishu Maru
PB Mikitade Maru
PB Taijin Maru

Allied Ships
SS Trigger



SS Trigger launches 2 torpedoes at PB Saishu Maru
PB Mikitade Maru fails to find sub, continues to search...
PB Taijin Maru fails to find sub, continues to search...
PB Mikitade Maru fails to find sub and abandons search
PB Taijin Maru fails to find sub, continues to search...
PB Taijin Maru fails to find sub, continues to search...
PB Taijin Maru fails to find sub, continues to search...
PB Taijin Maru fails to find sub, continues to search...
Escort abandons search for sub


--------------------------------------------------------------------------------
Morning Air attack on Kienko , at 78,41

Weather in hex: Clear sky


Second Time
AFTER ACTION REPORTS FOR Jun 13, 42
--------------------------------------------------------------------------------
Submarine attack near Esperance at 55,155

Japanese Ships
SS I-164, hits 4, on fire, heavy damage

Allied Ships
DD Grayson



SS I-164 is sighted by escort
I-164 diving deep ....
DD Grayson fails to find sub, continues to search...
DD Grayson attacking submerged sub ....
SS I-164 forced to surface!
DD Grayson firing on surfaced sub ....
DD Grayson firing on surfaced sub ....
DD Grayson firing on surfaced sub ....
DD Grayson firing on surfaced sub ....
DD Grayson firing on surfaced sub ....
Sub slips beneath the waves


--------------------------------------------------------------------------------
ASW attack near Iwaki at 117,63

Japanese Ships
DD Shirayuki

Allied Ships
SS Grampus



SS Grampus launches 4 torpedoes at DD Shirayuki
DD Shirayuki fails to find sub, continues to search...
DD Shirayuki fails to find sub, continues to search...
DD Shirayuki fails to find sub, continues to search...
DD Shirayuki fails to find sub, continues to search...
DD Shirayuki fails to find sub, continues to search...
Escort abandons search for sub


--------------------------------------------------------------------------------
Night Air attack on Horn Island , at 91,128

Weather in hex: Thunderstorms

Raid spotted at 64 NM, estimated altitude 12,000 feet.
Estimated time to target is 21 minutes


Allied aircraft
Hudson III (LR) x 16


No Allied losses



Aircraft Attacking:
4 x Hudson III (LR) bombing from 10000 feet
Airfield Attack: 4 x 250 lb GP Bomb
12 x Hudson III (LR) bombing from 10000 feet
Airfield Attack: 4 x 250 lb GP Bomb



--------------------------------------------------------------------------------
Night Air attack on Allahabad , at 51,26

Weather in hex: Thunderstorms

Raid spotted at 35 NM, estimated altitude 13,000 feet.
Estimated time to target is 12 minutes

Japanese aircraft
no flights


Allied aircraft
Blenheim IV x 23
Hudson IIIa x 9
Wellington Ic x 16
B-25C Mitchell x 6


No Japanese losses

Allied aircraft losses
Hudson IIIa: 1 damaged
Wellington Ic: 1 damaged



Airbase hits 1
Runway hits 1

Aircraft Attacking:
8 x Blenheim IV bombing from 10000 feet
Airfield Attack: 4 x 250 lb GP Bomb
15 x Blenheim IV bombing from 10000 feet
Airfield Attack: 4 x 250 lb GP Bomb
9 x Hudson IIIa bombing from 10000 feet
Airfield Attack: 4 x 250 lb GP Bomb
16 x Wellington Ic bombing from 10000 feet
Airfield Attack: 8 x 500 lb GP Bomb
6 x B-25C Mitchell bombing from 10000 feet
Airfield Attack: 6 x 500 lb GP Bomb



--------------------------------------------------------------------------------
Sub attack near Iwaki at 117,63

Japanese Ships
DD Shirakumo
DD Shirayuki

Allied Ships
SS Grampus, hits 1



SS Grampus launches 4 torpedoes at DD Shirakumo
Grampus diving deep ....
DD Shirayuki fails to find sub, continues to search...
DD Shirayuki attacking submerged sub ....
DD Shirayuki fails to find sub, continues to search...
DD Shirayuki fails to find sub, continues to search...
DD Shirayuki fails to find sub, continues to search...
Escort abandons search for sub


--------------------------------------------------------------------------------
Morning Air attack on Kienko , at 78,41

Notice that it's not just the torpedoing of Sumatra that changes, the night air raid coordination on Horn Island changes, the description of the sub sinking by DD Grayson changes (sub slips beneath waves vs contact lost).

Cheers,

Daniel

(in reply to Itdepends)
Post #: 156
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 10:30:28 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
I fixed an issue a long time ago where a variable was not set on the first game loaded, but was set (carried over from earlier turn) properly on later turns. The second and subsequent results were the same.

This sounds much like what you are experiencing. I'll try to trackdown where the difference happens.


_____________________________

Michael

(in reply to Itdepends)
Post #: 157
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 11:52:23 AM   
Itdepends

 

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Joined: 12/12/2005
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Looks like it is something like that- the second and third replay appear to be the same.

(in reply to michaelm75au)
Post #: 158
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 1:30:58 PM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
I have noticed a problem with minelaying missions that has recently developed. If you try to load mines onto a sub or mine capable ship it says that the vessel is already loaded with mines and does not load them. Mine ammo shows zero. I am playing Japan in a PBEM and found thes because I wanted to do defensive mining of my harbors. After the minelayers laid their initial load of mines the problem developed and I could not reload even though I had ample stocks of the mine devices needed. then tried with the minelaying subs (I-121-124) and found same problem.

Using 1108M so the problem was existing in that variant.

(in reply to Itdepends)
Post #: 159
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 3:06:36 PM   
michaelm75au


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

quote:

ORIGINAL: seydlitz

I have noticed a problem with minelaying missions that has recently developed. If you try to load mines onto a sub or mine capable ship it says that the vessel is already loaded with mines and does not load them. Mine ammo shows zero. I am playing Japan in a PBEM and found thes because I wanted to do defensive mining of my harbors. After the minelayers laid their initial load of mines the problem developed and I could not reload even though I had ample stocks of the mine devices needed. then tried with the minelaying subs (I-121-124) and found same problem.

Using 1108M so the problem was existing in that variant.

Save??? in order to save time

_____________________________

Michael

(in reply to seydlitz_slith)
Post #: 160
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 3:35:04 PM   
michaelm75au


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

quote:

ORIGINAL: Itdepends

Looks like it is something like that- the second and third replay appear to be the same.

After 3 hours of replaying this turns again and again, I beleive I have found it.
There is one global variable that is not getting set for sub attacks under some conditions - it starts out as 0 when game is first started.
As save is played the value gets updated.
But the next loaded save is using the last value stored in that global variable. That variable is then changing the order randoms are being used between the two runs.

I have set the global value when sub attack first starts so it will be set no matter where it is to be used in the function.
And this seems to make the turns play out the same.



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Michael

(in reply to Itdepends)
Post #: 161
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 5:38:39 PM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
"After 3 hours of replaying this turns again and again".....



Words cannot comprehend....



_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to michaelm75au)
Post #: 162
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 6:35:16 PM   
PaxMondo


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

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Itdepends

Looks like it is something like that- the second and third replay appear to be the same.

After 3 hours of replaying this turns again and again, I beleive I have found it.
There is one global variable that is not getting set for sub attacks under some conditions - it starts out as 0 when game is first started.
As save is played the value gets updated.
But the next loaded save is using the last value stored in that global variable. That variable is then changing the order randoms are being used between the two runs.

I have set the global value when sub attack first starts so it will be set no matter where it is to be used in the function.
And this seems to make the turns play out the same.



Superlative support!!! THANK YOU!!



_____________________________

Pax

(in reply to michaelm75au)
Post #: 163
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 6:36:05 PM   
PaxMondo


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

ORIGINAL: Sardaukar

"After 3 hours of replaying this turns again and again".....



Words cannot comprehend....



+1



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Pax

(in reply to Sardaukar)
Post #: 164
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 6:40:09 PM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
I will get you one saturday.

Thanks for taking a look.

(in reply to michaelm75au)
Post #: 165
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/29/2011 11:17:10 PM   
Kitakami


Posts: 1302
Joined: 5/3/2002
From: The bridge of the DNTK Kitakami
Status: offline
3 hours... that is dedication... I should be like that in my job...

MANY, MANY THANKS!

_____________________________

Tenno Heika Banzai!

(in reply to seydlitz_slith)
Post #: 166
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/30/2011 1:44:35 AM   
Itdepends

 

Posts: 937
Joined: 12/12/2005
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Thanks Michael- even though it's a sub variable- does it also make the air attacks line up as well? (which were different between the two replays).

Cheers,

Daniel

(in reply to Kitakami)
Post #: 167
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/30/2011 1:58:53 AM   
michaelm75au


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

quote:

ORIGINAL: Itdepends

Thanks Michael- even though it's a sub variable- does it also make the air attacks line up as well? (which were different between the two replays).

Cheers,

Daniel

A replay needs to get the same order of random numbers as the original turn (, and subsequent replays of the replay). There was something like 200K randoms involved in that turn.
Because of the sub error, a random number was taken out of turn - the 86,189th one. This then put all subsequent random calls out of order, and thus affected everything after it.

_____________________________

Michael

(in reply to Itdepends)
Post #: 168
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/30/2011 5:24:28 AM   
CV 2

 

Posts: 376
Joined: 2/21/2011
Status: offline
quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Itdepends

Looks like it is something like that- the second and third replay appear to be the same.

After 3 hours of replaying this turns again and again, I beleive I have found it.
There is one global variable that is not getting set for sub attacks under some conditions - it starts out as 0 when game is first started.
As save is played the value gets updated.
But the next loaded save is using the last value stored in that global variable. That variable is then changing the order randoms are being used between the two runs.

I have set the global value when sub attack first starts so it will be set no matter where it is to be used in the function.
And this seems to make the turns play out the same.




So if I read this right, you have probably just killed the "replay bug"? That would be the best 3 hours ever spent then (other than maybe the time when me and the wife were still in high school and we went to the drive inn and.... never mind). Hats off.

(in reply to michaelm75au)
Post #: 169
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/30/2011 7:15:41 AM   
inqistor


Posts: 1813
Joined: 5/12/2010
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New land combat seems to work. Support is now rarely targetted. We will see how it influence land situation in long term...

Two small bugs:
1) When you "request veteran" for air unit, you can choose specific specialisation, but when I click one of them (like fighter) it seems everything is sorted right, but ALL of categories turn yellow, instead only the one clicked (upper picture).

2) Cost of bringing back destroyed LCU seems to increase everytime you just check this unit, for the ones costing more than, err... 30? Take a look at 2 lowest pictures below. I have checked 11th Indian Div, and then clicked exit on the screen. Initially this unit costed 70, but when I exit "Destroyed LCU" screen, and return to it, the unit I just checked seems to cost 10 points more. It happens everytime (in this case I have checked, exited, and returned to screen twice, and unit cost now 90 points)




Attachment (1)

(in reply to michaelm75au)
Post #: 170
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/30/2011 7:28:23 AM   
inqistor


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Joined: 5/12/2010
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Oh, one more thing.

Can we get back report about destroyed planes, when base with airgoups falls? Everytime I see only "no flights", and "No Allied losses", but planes, and its units are lost.

(in reply to inqistor)
Post #: 171
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/30/2011 2:15:30 PM   
michaelm75au


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

quote:

ORIGINAL: inqistor

New land combat seems to work. Support is now rarely targetted. We will see how it influence land situation in long term...

Two small bugs:
1) When you "request veteran" for air unit, you can choose specific specialisation, but when I click one of them (like fighter) it seems everything is sorted right, but ALL of categories turn yellow, instead only the one clicked (upper picture).

2) Cost of bringing back destroyed LCU seems to increase everytime you just check this unit, for the ones costing more than, err... 30? Take a look at 2 lowest pictures below. I have checked 11th Indian Div, and then clicked exit on the screen. Initially this unit costed 70, but when I exit "Destroyed LCU" screen, and return to it, the unit I just checked seems to cost 10 points more. It happens everytime (in this case I have checked, exited, and returned to screen twice, and unit cost now 90 points)




1. Fixed
2. Fixed

_____________________________

Michael

(in reply to inqistor)
Post #: 172
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/30/2011 2:18:34 PM   
michaelm75au


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

ORIGINAL: inqistor

Oh, one more thing.

Can we get back report about destroyed planes, when base with airgoups falls? Everytime I see only "no flights", and "No Allied losses", but planes, and its units are lost.

I don't see where this was ever reported in combat report.

[edit]
But it can be done.

< Message edited by michaelm -- 7/30/2011 3:49:56 PM >


_____________________________

Michael

(in reply to inqistor)
Post #: 173
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/30/2011 4:20:03 PM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Michael,
Here are some screenies illustrating that mines are not loading onto ships or subs.
Save game file in next post.




Attachment (1)

(in reply to michaelm75au)
Post #: 174
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/30/2011 4:21:38 PM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Save game file. Extension changed to jpg to allow upload. File is really .pws for slot 11

Attachment (1)

(in reply to seydlitz_slith)
Post #: 175
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/30/2011 4:32:34 PM   
drw61


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

On the LCU screen could you add the days till the TOE can be updated?  As of right now it is  This unit is composed of.*  As an example change this to This unit is composed of.* (12) and This unit is composed of.* (Now)  to show that I have 12 days till upgrade or can upgrade now.  As of now I have to go into each unit click Show unit TOE and then view the upgrade TOE to see when to change it to rest/training.

(in reply to michaelm75au)
Post #: 176
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/31/2011 12:33:23 AM   
michaelm75au


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

quote:

ORIGINAL: seydlitz

Save game file. Extension changed to jpg to allow upload. File is really .pws for slot 11

Could you save it as ZIP?
Explorer is trying to open it as a JPG file.

_____________________________

Michael

(in reply to seydlitz_slith)
Post #: 177
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/31/2011 3:57:53 AM   
michaelm75au


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

quote:

ORIGINAL: seydlitz

Michael,
Here are some screenies illustrating that mines are not loading onto ships or subs.
Save game file in next post.




I just noticed that you are stockpiling the mines. That probably means that it wont use any.
Try taking off the stockpile on the type 88 and it should use them.

_____________________________

Michael

(in reply to seydlitz_slith)
Post #: 178
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/31/2011 3:58:59 AM   
Itdepends

 

Posts: 937
Joined: 12/12/2005
Status: offline
Can't you just rename it to have a .pws extension?

(in reply to michaelm75au)
Post #: 179
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/31/2011 4:05:35 AM   
michaelm75au


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

quote:

ORIGINAL: Itdepends

Can't you just rename it to have a .pws extension?

No. When I click on it, my explorer wants to load it as an image.
I once could save it as a link and it would download the file. That does not seem to be the case anymore.

ZIP is a valid extentsion for this forum though.

_____________________________

Michael

(in reply to Itdepends)
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All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part) Page: <<   < prev  4 5 [6] 7 8   next >   >>
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