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RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/16/2011 7:29:00 AM   
seille

 

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@MichaelM

Found typo in base list screen. "Reset Add Suppy"

< Message edited by seille -- 8/16/2011 9:40:12 AM >

(in reply to michaelm75au)
Post #: 331
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/16/2011 1:34:57 PM   
Don Bowen


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The first two numbers have always been there. They are ranges in hexes:
#1 Endurance of the TF
#2 Mission range (to destination and back to home port)

The third number is new and may not appear. It is usually range (in hexes) to destination. In this example it is three hexes from the TF's current location to it's destination and another three back to the home port. It the TFs current destination is also it's home port, the second and third numbers are the same and the third number is not shown.

Mission range and Range-to-Destination can be red if TF is short on endurance. In some cases Range To Destination can be green and mission range red, which indicates the TF has enough fuel to reach it's destination but not enough to return to home port (without refueling).

Note that these ranges do not take into account any combat ops, reaction, or underway refueling.

There are some special sub-cases:

1. TFs set to Follow another TF, TFs set to Meet a TF and Follow it, and TFs set to Meet a TF and Merge with it will show range to the followed/met TF's destination and home port.
2. TFs set to Meet another TF under all other circumstances will show range to meeting point and then to TFs home port.
3. TFs set to Patrol will show range to complete the curent patrol racecourse and then to home port (from the end of the race course). Note the Patrol TF mission ranges always were calculated from end-of-race course.


(in reply to michaelm75au)
Post #: 332
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/16/2011 1:35:48 PM   
Don Bowen


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Double post removed. The forum is so slow I thought the first one was lost!

< Message edited by Don Bowen -- 8/16/2011 1:36:38 PM >

(in reply to michaelm75au)
Post #: 333
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/16/2011 2:53:02 PM   
khyberbill


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quote:

If I understand correctly, it is the distance to the destination only. The second number is the distance there and back. If they are the same number, then it does not show the third one.

thanks michael. i should have figured that out!

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Post #: 334
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/16/2011 3:05:23 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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I have done a few changes that might be interesting.
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked On Army screen for HQs show ship/air/ground assigned buttons [MEM]
Tweaked Suppress Japanese industry icons for Allied player as not relevant [MEM]
Tweaked Suppressed port icon in lower base panel if not applicable [MEM]
Tweaked Port repairs to consider port damage - was only checking in some cases [MEM]
Tweaked Show island stacking limit on mouse over [MEM]
Tweaked Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]


< Message edited by michaelm -- 8/21/2011 2:55:11 AM >


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Post #: 335
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/16/2011 4:41:05 PM   
PaxMondo


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quote:

ORIGINAL: michaelm


I have done a few changes that might be interesting.
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked On Army screen for HQs show ship/air/ground assigned buttons [MEM]
Tweaked Suppress Japanese industry icons for Allied player as not relevant [MEM]
Tweaked Suppressed port icon in lower base panel if not applicable [MEM]
Tweaked Port repairs to consider port damage - was only checking in some cases [MEM]



Sweet!! mid-week updates!!

'THANKS!



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Pax

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Post #: 336
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/16/2011 8:44:19 PM   
witpqs


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quote:

ORIGINAL: michaelm

quote:

ORIGINAL: khyberbill

I have noticed that a new number is now appearing in some of my TF's. I understand the first two numbers, but what does the third number, in parenthesis, imply? And why is it only seen in some Task Forces?





If I understand correctly, it is the distance to the destination only. The second number is the distance there and back. If they are the same number, then it does not show the third one.



(in reply to michaelm75au)
Post #: 337
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/16/2011 9:44:39 PM   
wpurdom

 

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I'm having two systematic problems with the beta:

1. I can't seem to adjust for proper wide screen. With this setting, "C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -w -fd -px1280 -py800
I get widescreen with the industries line cut off when I click on a base. If I monkey with the py setting, I can get the bottom line with no widesreen.

2. My autosave function no longer works and I don't know how to reactivate it. It still makes the pre-turn save, just not the 000 autosave file.

I'm using Beta 1108p5 at present.

< Message edited by wpurdom -- 8/16/2011 9:45:28 PM >

(in reply to witpqs)
Post #: 338
LCU combat report moan - 8/16/2011 11:29:15 PM   
jmalter

 

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hi michaelm,

in all combat reports, incl. in-game results screens as well as order-phase review of the 'combat reports' (C hotkey) i don't get a complete report in the 'modifiers' section. a typical report will say:

Combat modifiers
Defender: terrain(+), preparation(-), experience(-)
Attacker:

where the Attacker line is usually always blank, this occurs in all the official releases, as well as in all the betas.

so i'd like to suggest that this blankness be replaced by phrases such as "no modifiers" or "modifiers hidden by Fog of War" as appropriate, when other modifiers can't be reported.

& that these amended 'modifiers' report should be included for LCU & Naval Bombardment attacks.

best regards & thanks for all the betas!

(in reply to wpurdom)
Post #: 339
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/16/2011 11:32:05 PM   
Klahn

 

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quote:

ORIGINAL: wpurdom

I'm having two systematic problems with the beta:

1. I can't seem to adjust for proper wide screen. With this setting, "C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -w -fd -px1280 -py800
I get widescreen with the industries line cut off when I click on a base. If I monkey with the py setting, I can get the bottom line with no widesreen.

2. My autosave function no longer works and I don't know how to reactivate it. It still makes the pre-turn save, just not the 000 autosave file.

I'm using Beta 1108p5 at present.


Is there a reason you are telling it to run both windowed and full-screen at the same time? (-w tells it to run in a window. -fd tells it to run fullscreen with daily autosaves.)

(in reply to wpurdom)
Post #: 340
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/16/2011 11:53:07 PM   
wpurdom

 

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pure ignorance. I'll see what happens without the -w

(in reply to Klahn)
Post #: 341
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/17/2011 12:14:25 AM   
wpurdom

 

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I've made progress. I loaded the 1108p8 version. This cleared up my autosave function. It also changed my target to simply -w. I think michealm must default to windowed setting.
So I can set it up unwindowed full-screen with no cutoff at the bottom.
The full-screen is cool, but the windowed version is more functional.
I can set it up windowed full width and cut off the industry at the bottom.
I can set it up windowed, nearly squarish and get the industry line.
Is there any way to have the best of all worlds and expand the width in windowed mode and not cut of the bottom of the screen?

(in reply to wpurdom)
Post #: 342
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/17/2011 4:14:52 AM   
jmalter

 

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quote:

ORIGINAL: wpurdom
Is there any way to have the best of all worlds and expand the width in windowed mode and not cut of the bottom of the screen?

edit your shortcut, remove the " -w" switch, and edit the " -pxNN" & " -pyNN" terms to conform to your usual monitor resolution settings, to force WitP:AE to a full-screen. When in WitP, use 'alt+esc' to change to your desktop.

(in reply to wpurdom)
Post #: 343
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/17/2011 7:11:14 AM   
Klahn

 

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quote:

ORIGINAL: wpurdom

I've made progress. I loaded the 1108p8 version. This cleared up my autosave function. It also changed my target to simply -w. I think michealm must default to windowed setting.



For most of the beta patches it changes the shortcut back to using only the -w switch. Once you find settings that work well for your setup, I recommend copying the shortcut target string to a text file so you can simply paste it back together if you forget it after an update.

Here's mine for fullscreen btw... "C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -fd -px1680 -py1050 -multiaudio -deepColor -skipVideo -cpu2 -dd_sw

I previously just tried to remember to copy it to the clipboard before I updated. A few patches ago I forgot and had to spend a good half-hour trying to figure out what is was. It seems that any change to this string results in the game running significantly slower on my system.

(in reply to wpurdom)
Post #: 344
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/17/2011 8:13:11 AM   
Klahn

 

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Is there any way to get patrol aircraft losses to CAP to show in the OPS report? As of right now, there is no way to see which units lost aircraft or where they were lost. INTEL shows the number losses, and they scroll in the message area during turn resolution, but if you don't catch it there the info seems to be lost for good.

(in reply to Klahn)
Post #: 345
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/17/2011 8:20:24 AM   
michaelm75au


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Forgot to add this one and its codes to the earlier post for p8b. This and the 'p' for Para will show show up in all the LCU lists (including reinforcements when p9 released).
Tweaked Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]



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Post #: 346
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/17/2011 10:01:26 AM   
Chris21wen

 

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Not sure when this happen, I'm using p8, but I don't seem to have the same control over which ships are set to upgrade as I did previously?

Originally I'd set 'No upgrades' then select 'Show ships due' followed by 'Allow upgrades' and all I would get is ships due this month or overdue.

Now when I clicking 'No upgrades' then 'Show ships due' I see nothing in the list.
or
If I click 'Allow upgades' then 'Show ships due' I do see ships due this month or overdue but all ships that have any future upgrade are also set to upgrade. This is bad, particularly early mid-game when a ships moving to a port would result it an upgrade leaving you with a shortage in ships.

I can go in and change individual ship but that's loooong and tedious.

Am I missing something?

(in reply to michaelm75au)
Post #: 347
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/17/2011 11:20:48 AM   
michaelm75au


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Toggling the "Allowed upgrade" (ship upgrade is ON) or "Not allowed upgrade" (ship upgrade is OFF) should show all ships that "due upgrade".
There is an implied 'to' before the word upgrade in the messages.


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Michael

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Post #: 348
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/17/2011 12:15:35 PM   
topeverest


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From: Houston, TX - USA
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Now using P7 with my new PBEM. Great work.

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Andy M

(in reply to michaelm75au)
Post #: 349
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/17/2011 12:38:48 PM   
Blackhorse


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quote:

ORIGINAL: michaelm

Forgot to add this one and its codes to the earlier post for p8b. This and the 'p' for Para will show show up in all the LCU lists (including reinforcements when p9 released).
Tweaked Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]




Very helpful. What about Command HQs?

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WitP-AE -- US LCU & AI Stuff

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(in reply to michaelm75au)
Post #: 350
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/17/2011 1:01:56 PM   
michaelm75au


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quote:

ORIGINAL: Blackhorse


quote:

ORIGINAL: michaelm

Forgot to add this one and its codes to the earlier post for p8b. This and the 'p' for Para will show show up in all the LCU lists (including reinforcements when p9 released).
Tweaked Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]




Very helpful. What about Command HQs?

By default, any HQ left over is a command one.

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Michael

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Post #: 351
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/17/2011 1:25:49 PM   
seydlitz_slith


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quote:

ORIGINAL: michaelm


quote:

ORIGINAL: seydlitz

Save attached.
Also please check BB Mutsu at Kobe.
She has been in dock for two months with the same 15 engine and still shows 115 days to repair. Not seeing any progress.

Could please reattach as a ZIP, thanks.

Here you go. Not a true zip, just file extension changed to .zip from .pws.

More info:
If you access Yamato from the port screen at Kobe, she shows that #3 main gun turret has been knocked out. This is the damage that will not repair by any mode. If you go into manage ships under repair, it shows 3715# for the damage. Yet, if you click on Yamato for details within the screen, turret #3 shows no damage.



Attachment (1)

(in reply to michaelm75au)
Post #: 352
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/17/2011 2:13:11 PM   
michaelm75au


Posts: 13500
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In this save, I see the Yamato in Yokohama.
Either way, the value under the Weapon column is the max device that needs to be repaired - in this save it is 3219 which is the "effect" value of the damaged weapon (#2 turret 46cm gun).
To repair such a large value will require a shipyard of at least 161 - rule of thumb is ship yard can repair device of 20 x Shipyard size (pg 248 of manual).

The current beta shows the damaged device from the Manage Repair screen. There was a fix in p6 that I think for this.

[edit]
The above actually agrees with the original posting so it must be right save.

< Message edited by michaelm -- 8/17/2011 4:47:16 PM >


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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/17/2011 2:15:13 PM   
Chris21wen

 

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quote:

ORIGINAL: michaelm

Toggling the "Allowed upgrade" (ship upgrade is ON) or "Not allowed upgrade" (ship upgrade is OFF) should show all ships that "due upgrade".
There is an implied 'to' before the word upgrade in the messages.



That turns on all ships that have an upgrade, overdue, this month or future. 'Show upgrades' shows ships due this month or overdue it does not show ships that are due in the future. Not that I want that to happen, as I said, this leads to upgrades that I don't want to happen.

< Message edited by Chris H -- 8/17/2011 2:17:18 PM >

(in reply to michaelm75au)
Post #: 354
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/17/2011 4:42:05 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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quote:

ORIGINAL: michaelm

In this save, I see the Yamato in Yokohama.
Either way, the value under the Weapon column is the max device that needs to be repaired - in this save it is 3219 which is the "effect" value of the damaged weapon (#2 turret 46cm gun).
To repair such a large value will require a shipyard of at least 161 - rule of thumb is ship yard can repair device of 20 x Shipyard size (pg 248 of manual).

The current beta shows the damaged device from the Manage Repair screen. There was a fix in p6 that I think for this.


There seems to be a special case in the code for shipyard repairs to large devices.
Shipyards in Osaka, Karachi and San Francisco, or a shipyard of size 90+ can repair any device cost (effect) upto 9999.

The repair code had the above exception but not the estimate repair code. I have added it to the estimate code to keep them in sync.
In that case, the damage to Yamato's weapons would have repaired regardless of the 'X' under the weapon's column.

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Post #: 355
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/17/2011 7:40:51 PM   
khyberbill


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Thanks Dan for your detailed explanation.

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(in reply to Don Bowen)
Post #: 356
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/17/2011 9:44:52 PM   
Don Bowen


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quote:

ORIGINAL: khyberbill

Thanks Dan for your detailed explanation.


You're welcome, Ball.

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Post #: 357
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/17/2011 10:01:38 PM   
Bradley7735


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quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: khyberbill

Thanks Dan for your detailed explanation.


You're welcome, Ball.



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(in reply to Don Bowen)
Post #: 358
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/18/2011 12:04:57 AM   
seydlitz_slith


Posts: 2036
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From: Danville, IL
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quote:

ORIGINAL: michaelm


quote:

ORIGINAL: michaelm

In this save, I see the Yamato in Yokohama.
Either way, the value under the Weapon column is the max device that needs to be repaired - in this save it is 3219 which is the "effect" value of the damaged weapon (#2 turret 46cm gun).
To repair such a large value will require a shipyard of at least 161 - rule of thumb is ship yard can repair device of 20 x Shipyard size (pg 248 of manual).

The current beta shows the damaged device from the Manage Repair screen. There was a fix in p6 that I think for this.


There seems to be a special case in the code for shipyard repairs to large devices.
Shipyards in Osaka, Karachi and San Francisco, or a shipyard of size 90+ can repair any device cost (effect) upto 9999.

The repair code had the above exception but not the estimate repair code. I have added it to the estimate code to keep them in sync.
In that case, the damage to Yamato's weapons would have repaired regardless of the 'X' under the weapon's column.

Thanks for looking at this. I will upgrade to P7. Oddly enough, I had previously tried repairing at both Kobe and Osaka. Glad to hear this was addressed in P6.

(in reply to michaelm75au)
Post #: 359
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/18/2011 1:53:05 AM   
Andrew Brown


Posts: 5007
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From: Hex 82,170
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quote:

ORIGINAL: michaelm
There seems to be a special case in the code for shipyard repairs to large devices.
Shipyards in Osaka, Karachi and San Francisco, or a shipyard of size 90+ can repair any device cost (effect) upto 9999.


Now that is a piece of hard coding left over from the old WitP that I was not aware of!

That list is out of date for AE. I would suggest changing this list as follows:

- Change Osaka to either Kobe (slot 231) or Hiroshima/Kure (slot 228) or both.
- Change Karachi to the United Kingdom base (slot 819) - there is no repair shipyard at Karachi in AE.
- Change San Francisco to Alameda (slot 1409)
- Add Eastern USA base (slot 615)

Andrew

PS: I guess the size 90+ rule covers most of these changes, but at least remove Karachi from the list. But I would still prefer to see Eastern USA and United Kingdom bases added to any hard coded list, as they are really "meta bases".

(in reply to michaelm75au)
Post #: 360
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