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: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)

 
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: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part) Page: <<   < prev  11 12 [13] 14 15   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/18/2011 2:03:45 AM   
michaelm75au


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

quote:

ORIGINAL: seydlitz


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.

Repair to big ships take a long time, and originally I didn't think it was repairing - reason why I moved the Y to the bigger Repairyard of 100 points (can't remember which base but it close at hand).
To assist in this, I added a 'Repair points' to the Manage Repair screen which shows the 'repairs'.
I suggest waiting till I drop in p9 which has this and a few other repair interface changes.

_____________________________

Michael

(in reply to seydlitz_slith)
Post #: 361
RE: Patch 06 - Public Beta - Build 1108p7 updated 7 Aug... - 8/18/2011 2:24:20 AM   
michaelm75au


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

quote:

ORIGINAL: Andrew Brown


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".

Okay, I will make those changes.

_____________________________

Michael

(in reply to Andrew Brown)
Post #: 362
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/18/2011 7:16:54 AM   
michaelm75au


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

ORIGINAL: Chris H

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.

Afraid I still don't follow. Anyway, I have updated the ship lists to standardize abit. So I added 'due time' filters to them.
1. Where the '>2 months' is, the text is clickable and cycles thru: "All upgrades", "Overdue", "This month", "Next month" and ">2 months".
2. The top corner will show the main filters (Active/Under repair, Due upgrade, and Withraws) over the top 3 lines of the screen. The base or HQ will appear on line 2 and then filter name, rather than after as is the case today.






Attachment (1)

< Message edited by michaelm -- 8/18/2011 7:23:47 AM >


_____________________________

Michael

(in reply to Chris21wen)
Post #: 363
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/18/2011 8:19:03 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Chris H

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.

Afraid I still don't follow. Anyway, I have updated the ship lists to standardize abit. So I added 'due time' filters to them.
1. Where the '>2 months' is, the text is clickable and cycles thru: "All upgrades", "Overdue", "This month", "Next month" and ">2 months".
2. The top corner will show the main filters (Active/Under repair, Due upgrade, and Withraws) over the top 3 lines of the screen. The base or HQ will appear on line 2 and then filter name, rather than after as is the case today.







Thanks for that.

I'll try explaining it another way.

Using the three buttons you could turn on and display ships that had an overdue upgrade or an upgrade this month. So if the game date was Sep 44 anything from then backwards in time that still had an udgrade was displayed in the ship list by the show 'ships due upgrade'.

If you then went into a ship screen, such as the sub below, its future upgrades would be off. Before your fix above it would be on, but it would not show up in the list of ships due an update.

Some upgrades to ships types/classes (CV, DD etc) can apply to all/most of them. If you happened to move all into port on the last day of the month with upgrades set to 'yes' you could find yourself without any fully serviceable ships on the first of the next month.






Attachment (1)

< Message edited by Chris H -- 8/18/2011 8:31:29 AM >

(in reply to michaelm75au)
Post #: 364
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/18/2011 4:03:40 PM   
PaxMondo


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

ORIGINAL: michaelm

Anyway, I have updated the ship lists to standardize abit. So I added 'due time' filters to them.
1. Where the '>2 months' is, the text is clickable and cycles thru: "All upgrades", "Overdue", "This month", "Next month" and ">2 months".
2. The top corner will show the main filters (Active/Under repair, Due upgrade, and Withraws) over the top 3 lines of the screen. The base or HQ will appear on line 2 and then filter name, rather than after as is the case today.

Michael,

Great feature add. Filters are ALWAYS much appreciated! Really helps to deal with lack stacks at any base.

< Message edited by PaxMondo -- 8/18/2011 4:04:00 PM >


_____________________________

Pax

(in reply to michaelm75au)
Post #: 365
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/18/2011 4:59:16 PM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
I originally post this in the main forum as I was unsure who to pass it to.


quote:

ORIGINAL: Chris H

I'm play Beta but it probably applies to the latest stock patch as well and potential can affect all restricted units but specically Dutch and possible Phillipno.

I've reach the point in the game (Sept 44) where I've started to receive all of the originally withdrawn Dutch air units. In Beta they have been set to arrive at the standard Dutch arrival base or at Aden, in this case they have arrived at Aden. Problem is they are restricted so I cannot load them onto ships. OK, So I withdrew them again as they are useless there hoping I can at some point capture the main Dutch Bases at Soerabaja/Tjilitjap. No problem as I've done without them since early 42.

Then it dawned on me. They are restricted, even though they can arrive at Soerabaja/Tjilitjap I cannot do anything with them other than leave them there as there are no KNL bases and no KNL LCU left to chnage bases into KNL command.

When withdrawn units such as these return should they return as unrestricted units.



However I had forgotten that you can reattach LCU to restricted unit (mind went blank on that) so the part about no KNL bases and LCUs ignore. The bit about appearing at Aden is still relevent. Oh! and yes, it does affect Phillipino air units I 've just had two appear in SF and can do nothing with them.

< Message edited by Chris H -- 8/18/2011 5:06:01 PM >

(in reply to michaelm75au)
Post #: 366
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/19/2011 12:13:46 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline
Michael,

I have also noticed that changing repair priority is changing the allocated tonnage in a shipyard but in many cases is not changing the days needed to make a repair. For example, in the save that I had sent, Mutsu is at Kobe. Changing her from normal to critical priority only reduces her repair estimate by 1 day (currently at around 115 days). Is this WAD?

(in reply to Chris21wen)
Post #: 367
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/19/2011 12:46:09 AM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

quote:

ORIGINAL: seydlitz

Michael,

I have also noticed that changing repair priority is changing the allocated tonnage in a shipyard but in many cases is not changing the days needed to make a repair. For example, in the save that I had sent, Mutsu is at Kobe. Changing her from normal to critical priority only reduces her repair estimate by 1 day (currently at around 115 days). Is this WAD?


Not enough info. Changing to a higher repair priority requires more of the shipyard resources. If no more is available, the priority increase does nothing.

(in reply to seydlitz_slith)
Post #: 368
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/19/2011 2:16:36 AM   
michaelm75au


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

quote:

ORIGINAL: seydlitz

Michael,

I have also noticed that changing repair priority is changing the allocated tonnage in a shipyard but in many cases is not changing the days needed to make a repair. For example, in the save that I had sent, Mutsu is at Kobe. Changing her from normal to critical priority only reduces her repair estimate by 1 day (currently at around 115 days). Is this WAD?

If the only ship in the yard, then the priority wouldn't mean much IMHO.

One thing I noticed and fixed earlier this week was that changing the priority or repair method on the screen updated the current ship's delays. But didn't seem to refresh that effect on the other ships being repaired. So adding another ship to repairyard should impact/change the repair time of other ships in the yard.

General note:
The estimated repair times wont always be a decreasing amount as you move from left to right thru the repair modes. In some cases, it could go up. Usually once I pick a method, the time decreases sequentially by one, but these times can change from turn to turn based on what is happening in the port, type of ship being repaired, additional/lack of resources, etc.

_____________________________

Michael

(in reply to seydlitz_slith)
Post #: 369
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/19/2011 2:30:52 AM   
michaelm75au


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

ORIGINAL: Chris H

I originally post this in the main forum as I was unsure who to pass it to.


quote:

ORIGINAL: Chris H

I'm play Beta but it probably applies to the latest stock patch as well and potential can affect all restricted units but specically Dutch and possible Phillipno.

I've reach the point in the game (Sept 44) where I've started to receive all of the originally withdrawn Dutch air units. In Beta they have been set to arrive at the standard Dutch arrival base or at Aden, in this case they have arrived at Aden. Problem is they are restricted so I cannot load them onto ships. OK, So I withdrew them again as they are useless there hoping I can at some point capture the main Dutch Bases at Soerabaja/Tjilitjap. No problem as I've done without them since early 42.

Then it dawned on me. They are restricted, even though they can arrive at Soerabaja/Tjilitjap I cannot do anything with them other than leave them there as there are no KNL bases and no KNL LCU left to chnage bases into KNL command.

When withdrawn units such as these return should they return as unrestricted units.



However I had forgotten that you can reattach LCU to restricted unit (mind went blank on that) so the part about no KNL bases and LCUs ignore. The bit about appearing at Aden is still relevent. Oh! and yes, it does affect Phillipino air units I 've just had two appear in SF and can do nothing with them.

Good point which I thought I had addressed.
A unit should retain the 'restricted' nature if it will arrive back at its national base (as with the Dutch), but if it has to arrive elsewhere, then it should lose it's 'restrictiveness'.

Do you have a save just before some of these units reappear? This will save me from trying to build a save.

Not that the following will change but:
Another twist on that is what happens to the units attached to a restricted HQ that is destroyed. Does that release all attached units? Or should the resticted HQ reappear at reduced strength at the home base?

< Message edited by michaelm -- 8/19/2011 2:31:25 AM >


_____________________________

Michael

(in reply to Chris21wen)
Post #: 370
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/19/2011 5:08:50 AM   
Cap Mandrake


Posts: 23184
Joined: 11/15/2002
From: Southern California
Status: offline
Santa Maria! This is complicated!

Maybe we should try something easy like global weather models that everyone can agree upon?

(in reply to michaelm75au)
Post #: 371
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/19/2011 5:33:47 AM   
Bradley7735


Posts: 2073
Joined: 7/12/2004
Status: offline

quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: seydlitz

Michael,

I have also noticed that changing repair priority is changing the allocated tonnage in a shipyard but in many cases is not changing the days needed to make a repair. For example, in the save that I had sent, Mutsu is at Kobe. Changing her from normal to critical priority only reduces her repair estimate by 1 day (currently at around 115 days). Is this WAD?


Not enough info. Changing to a higher repair priority requires more of the shipyard resources. If no more is available, the priority increase does nothing.


Excess shipyard space is automatically used to put ships into faster repair modes. So, if Mutsu was the only ship in Kobe, she would already be at critical repair mode, so changing it doesn't do much. As Don says, need more info.

_____________________________

The older I get, the better I was.

(in reply to Don Bowen)
Post #: 372
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/19/2011 3:49:03 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
quote:

Do you have a save just before some of these units reappear? This will save me from trying to build a save.


Michael, run the attached save (Nov 8, 1983) and you will find AFTER the turn completes

GVT-8 arrives at Aden as arrival base is unavailable
6th PS PAAC arrives at San Francisco as arrival base is unavailable
9th OS PAAC arrives at San Francisco as arrival base is unavailable

Those units can only be withdrawn or disbanded (only air units at this time, sorry).
Hope this helps.

Attachment (1)

_____________________________

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

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to michaelm75au)
Post #: 373
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/19/2011 6:09:49 PM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Chris H

I originally post this in the main forum as I was unsure who to pass it to.


quote:

ORIGINAL: Chris H

I'm play Beta but it probably applies to the latest stock patch as well and potential can affect all restricted units but specically Dutch and possible Phillipno.

I've reach the point in the game (Sept 44) where I've started to receive all of the originally withdrawn Dutch air units. In Beta they have been set to arrive at the standard Dutch arrival base or at Aden, in this case they have arrived at Aden. Problem is they are restricted so I cannot load them onto ships. OK, So I withdrew them again as they are useless there hoping I can at some point capture the main Dutch Bases at Soerabaja/Tjilitjap. No problem as I've done without them since early 42.

Then it dawned on me. They are restricted, even though they can arrive at Soerabaja/Tjilitjap I cannot do anything with them other than leave them there as there are no KNL bases and no KNL LCU left to chnage bases into KNL command.

When withdrawn units such as these return should they return as unrestricted units.



However I had forgotten that you can reattach LCU to restricted unit (mind went blank on that) so the part about no KNL bases and LCUs ignore. The bit about appearing at Aden is still relevent. Oh! and yes, it does affect Phillipino air units I 've just had two appear in SF and can do nothing with them.

Good point which I thought I had addressed.
A unit should retain the 'restricted' nature if it will arrive back at its national base (as with the Dutch), but if it has to arrive elsewhere, then it should lose it's 'restrictiveness'.

Do you have a save just before some of these units reappear? This will save me from trying to build a save.

Not that the following will change but:
Another twist on that is what happens to the units attached to a restricted HQ that is destroyed. Does that release all attached units? Or should the resticted HQ reappear at reduced strength at the home base?


Sure. This one has got Dutch and Phillipno a/c arriving ar Aden and SF respectively. If you run the turn you'll get some more Dutch next turn.

Attachment (1)

< Message edited by Chris H -- 8/19/2011 6:13:03 PM >

(in reply to michaelm75au)
Post #: 374
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/19/2011 6:56:31 PM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline
quote:

Another twist on that is what happens to the units attached to a restricted HQ that is destroyed. Does that release all attached units? Or should the resticted HQ reappear at reduced strength at the home base?


Don't release attached units -- that's too easy for a player to game. Set USAFFE or KNIL HQ to lead a counteratteck vs. the Japanese. Watch the HQ get destroyed. Start evacuating all the suddenly released Filipino / Dutch units.


_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to michaelm75au)
Post #: 375
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/19/2011 7:42:41 PM   
PaxMondo


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

quote:

ORIGINAL: Blackhorse

quote:

Another twist on that is what happens to the units attached to a restricted HQ that is destroyed. Does that release all attached units? Or should the resticted HQ reappear at reduced strength at the home base?


Don't release attached units -- that's too easy for a player to game. Set USAFFE or KNIL HQ to lead a counteratteck vs. the Japanese. Watch the HQ get destroyed. Start evacuating all the suddenly released Filipino / Dutch units.


exactly what I fear as well. too easy of an exploit. you articulated it better than I could though.

_____________________________

Pax

(in reply to Blackhorse)
Post #: 376
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/20/2011 4:05:01 AM   
seydlitz_slith


Posts: 2036
Joined: 6/16/2002
From: Danville, IL
Status: offline

quote:

ORIGINAL: Bradley7735


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: seydlitz

Michael,

I have also noticed that changing repair priority is changing the allocated tonnage in a shipyard but in many cases is not changing the days needed to make a repair. For example, in the save that I had sent, Mutsu is at Kobe. Changing her from normal to critical priority only reduces her repair estimate by 1 day (currently at around 115 days). Is this WAD?


Not enough info. Changing to a higher repair priority requires more of the shipyard resources. If no more is available, the priority increase does nothing.


Excess shipyard space is automatically used to put ships into faster repair modes. So, if Mutsu was the only ship in Kobe, she would already be at critical repair mode, so changing it doesn't do much. As Don says, need more info.


It was only Mutsu and an AS in the yard at Kobe. Your point might just be the answer.

(in reply to Bradley7735)
Post #: 377
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/20/2011 4:51:52 AM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline
I'm having some strange detection and attack results with ASW patrols.

Here are all the search arcs (all ASW) from Auckland that I have set up (for the past few turns already).

The problem I'm having is I get a lot of detection and attacks on the sub that is to the WEST of Auckland. Is this normal? Are the arcs WAD?






Attachment (1)

_____________________________

So much WitP and so little time to play.... :-(


(in reply to seydlitz_slith)
Post #: 378
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/20/2011 4:57:23 AM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Chris H

I originally post this in the main forum as I was unsure who to pass it to.


quote:

ORIGINAL: Chris H

I'm play Beta but it probably applies to the latest stock patch as well and potential can affect all restricted units but specically Dutch and possible Phillipno.

I've reach the point in the game (Sept 44) where I've started to receive all of the originally withdrawn Dutch air units. In Beta they have been set to arrive at the standard Dutch arrival base or at Aden, in this case they have arrived at Aden. Problem is they are restricted so I cannot load them onto ships. OK, So I withdrew them again as they are useless there hoping I can at some point capture the main Dutch Bases at Soerabaja/Tjilitjap. No problem as I've done without them since early 42.

Then it dawned on me. They are restricted, even though they can arrive at Soerabaja/Tjilitjap I cannot do anything with them other than leave them there as there are no KNL bases and no KNL LCU left to chnage bases into KNL command.

When withdrawn units such as these return should they return as unrestricted units.



However I had forgotten that you can reattach LCU to restricted unit (mind went blank on that) so the part about no KNL bases and LCUs ignore. The bit about appearing at Aden is still relevent. Oh! and yes, it does affect Phillipino air units I 've just had two appear in SF and can do nothing with them.

Good point which I thought I had addressed.
A unit should retain the 'restricted' nature if it will arrive back at its national base (as with the Dutch), but if it has to arrive elsewhere, then it should lose it's 'restrictiveness'.

Do you have a save just before some of these units reappear? This will save me from trying to build a save.

Not that the following will change but:
Another twist on that is what happens to the units attached to a restricted HQ that is destroyed. Does that release all attached units? Or should the resticted HQ reappear at reduced strength at the home base?


I've had this occur a number of times so far for me (during April 42). Units appearing at Aden and SF but can't do much with them except maybe use them for training.

_____________________________

So much WitP and so little time to play.... :-(


(in reply to michaelm75au)
Post #: 379
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/20/2011 7:28:27 AM   
michaelm75au


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

quote:

ORIGINAL: Pascal

I'm having some strange detection and attack results with ASW patrols.

Here are all the search arcs (all ASW) from Auckland that I have set up (for the past few turns already).

The problem I'm having is I get a lot of detection and attacks on the sub that is to the WEST of Auckland. Is this normal? Are the arcs WAD?


There is a 2 or 3-hex range around the base that is also covered by any planes flying ASW.


_____________________________

Michael

(in reply to Pascal_slith)
Post #: 380
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/20/2011 8:24:17 AM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline

quote:

ORIGINAL: Cap Mandrake

Santa Maria! This is complicated!

Maybe we should try something easy like global weather models that everyone can agree upon?

Nah, michaelm is going to solve global warming next!

_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to Cap Mandrake)
Post #: 381
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/20/2011 1:06:23 PM   
CV 2

 

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

quote:

ORIGINAL: JeffK


quote:

ORIGINAL: Cap Mandrake

Santa Maria! This is complicated!

Maybe we should try something easy like global weather models that everyone can agree upon?

Nah, michaelm is going to solve global warming next!


Actually this is something Andy and I talked about doing a few times, but the engine wont support it.

(in reply to JeffroK)
Post #: 382
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/20/2011 2:25:30 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Rebuilt units:
A. Groups try to arrive at a base in following order when not given a specific base to arrive at.
  (1) national home base of group's nationality
  (2) national home base of group's HQ nationality if still alive, or national base of the higher HQ
  (3) national home base of group's base HQ nationality if still at a base
  (4) arrival delayed another 30 days
In case (2) and (3), it is possible for the group to arrive attached to the higher HQ.

B. LCUs will
(1) turn off any static attached attribute
(2) arrive at a base from following order
(i) national home base of unit's nationality
(ii) national home base of unit's HQ nationality, or higher HQ nationality
(3) if not the unit's national base, then permanent restriction can become a temporary restriction. And HQ attachment could change to higher HQ.


< Message edited by michaelm -- 8/20/2011 3:19:04 PM >


_____________________________

Michael

(in reply to CV 2)
Post #: 383
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/20/2011 3:34:44 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Here is an early cut of next beta.
Putting out to see how the rebuild group/LCU takes first

[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]



< Message edited by michaelm -- 8/22/2011 5:19:22 AM >


_____________________________

Michael

(in reply to michaelm75au)
Post #: 384
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/20/2011 4:34:04 PM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline
More great work . . .

How hard would it be to add:

A "LOC" (Line-of-Communication) field to the LCU screen. The player can select any adjacent hex as the "LOC." If the LCU is forced to retreat, it will first check the LOC, and if there is an eligible retreat path, the LCU will retreat to the designated hex. If the designated hex is not eligible, the LCU retreats per the existing code.

It strikes me as odd, in a game of this scale, that we can direct individual pilots to specific squadrons, but we exercise no influence over the retreat direction of a 100,000+ man army.



_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to michaelm75au)
Post #: 385
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/20/2011 11:56:59 PM   
bk19@mweb.co.za

 

Posts: 258
Joined: 7/26/2011
Status: offline

quote:

ORIGINAL: michaelm

Here is an early cut of next beta.
Putting out to see how the rebuild group/LCU takes first

[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]


It would be nice for a mouse tool tip to pop up when over non-base locations to display the hex grid reference. It would help a great deal when chasing sighting/intel reports (for example).

(in reply to michaelm75au)
Post #: 386
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/21/2011 1:58:16 AM   
michaelm75au


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

quote:

ORIGINAL: bk19@mweb.co.za


It would be nice for a mouse tool tip to pop up when over non-base locations to display the hex grid reference. It would help a great deal when chasing sighting/intel reports (for example).



Game engine is not really designed to handle reporting of hexes without something in them.

_____________________________

Michael

(in reply to bk19@mweb.co.za)
Post #: 387
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/21/2011 3:05:02 AM   
Alfred

 

Posts: 6685
Joined: 9/28/2006
Status: offline

quote:

ORIGINAL: michaelm

Here is an early cut of next beta.
Putting out to see how the rebuild group/LCU takes first

[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]




michaelm,

I'm certain I am the only player who is uncomfortable with this but I really don't see the justification for allowing any restricted unit to be allowed to be reconstituted either as an unrestricted unit or at a base not of its national territory. It seems to defeat the entire purpose of having restricted units in the SRA. Those units are often composed of only colonial levies, If destroyed and their local recruiting grounds are under enemy occupation, I just don't see how the unit would have been reconstituted in real life. Frankly I have no time for complaints that a Dutch unit appears at Aden and the player then complains that they can't move the unit onto the map.

But as I said, no one else will share my view on this subject. I just felt like my objection should be placed on the record.

Alfred

(in reply to michaelm75au)
Post #: 388
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/21/2011 3:06:20 AM   
michaelm75au


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

quote:

ORIGINAL: Blackhorse

More great work . . .

How hard would it be to add:

A "LOC" (Line-of-Communication) field to the LCU screen. The player can select any adjacent hex as the "LOC." If the LCU is forced to retreat, it will first check the LOC, and if there is an eligible retreat path, the LCU will retreat to the designated hex. If the designated hex is not eligible, the LCU retreats per the existing code.

It strikes me as odd, in a game of this scale, that we can direct individual pilots to specific squadrons, but we exercise no influence over the retreat direction of a 100,000+ man army.



Not quite sure how this would work.
I can see a unit having this set, and merrily moving until it hits some enemy units. A battle occurs and the unit retreats back towards the LOC which about "10 hex away in the direction of the enemy".
A case of set and forget.
Or it needs to be re/set everytime a unit moves.

Anyway, I'll chew over it.

_____________________________

Michael

(in reply to Blackhorse)
Post #: 389
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/21/2011 3:20:36 AM   
michaelm75au


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

ORIGINAL: Alfred


quote:

ORIGINAL: michaelm

Here is an early cut of next beta.
Putting out to see how the rebuild group/LCU takes first

[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]




michaelm,

I'm certain I am the only player who is uncomfortable with this but I really don't see the justification for allowing any restricted unit to be allowed to be reconstituted either as an unrestricted unit or at a base not of its national territory. It seems to defeat the entire purpose of having restricted units in the SRA. Those units are often composed of only colonial levies, If destroyed and their local recruiting grounds are under enemy occupation, I just don't see how the unit would have been reconstituted in real life. Frankly I have no time for complaints that a Dutch unit appears at Aden and the player then complains that they can't move the unit onto the map.

But as I said, no one else will share my view on this subject. I just felt like my objection should be placed on the record.

Alfred

If there is no national base for a nationality regardless of restriction, then the unit can't be rebuilt. [Always been this way]
Once the SRA is conquered, then those units would NOT (left out important word in initial post ) be able to be rebuilt.
In addition, the cost to rebuild restricted units has been increased and some units have been excluded from being rebuilt.

Some units that could be built before, might not be able to be built now.

I would check the new build and look at the destroyed unit screen to see what I mean.






Attachment (1)

< Message edited by michaelm -- 8/21/2011 3:32:33 AM >


_____________________________

Michael

(in reply to Alfred)
Post #: 390
Page:   <<   < prev  11 12 [13] 14 15   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part) Page: <<   < prev  11 12 [13] 14 15   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

1.234