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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/21/2011 3:36:49 AM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline
Thanks for chewing.

You make a good point about "set and forget". When a retreat occurs, could there be a check to see if the LOC hex is adjacent? If it is not adjacent, the LOC retreat routine is skipped.


quote:

ORIGINAL: michaelm


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.



_____________________________

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 #: 391
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/21/2011 4:07:33 AM   
witpqs


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

ORIGINAL: michaelm

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.


One idea is to have a hot-key that will display the grid reference of all hexes. On a slower computer (such as my own) the key could be turned on only for a brief look when needed.

(in reply to michaelm75au)
Post #: 392
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/21/2011 5:09:03 AM   
Bradley7735


Posts: 2073
Joined: 7/12/2004
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quote:

ORIGINAL: Blackhorse

Thanks for chewing.

You make a good point about "set and forget". When a retreat occurs, could there be a check to see if the LOC hex is adjacent? If it is not adjacent, the LOC retreat routine is skipped.


quote:

ORIGINAL: michaelm


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.




I agree w/Blackhorse. If the player doesn't set the LOC for 10 hexes, then they should get the default retreat path. However, if they are diligent and set it each movement (ie, adjacent), then the LOC hex would apply.

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(in reply to Blackhorse)
Post #: 393
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/21/2011 8:58:23 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Will be adding the following to p9
Changed (S) to [S] for HQ attachment to indicate permanent as to align with [R] [MEM]
Added Restriction filter to army lists - can filter by [S], [R], (R) or None [MEM]






Attachment (1)

< Message edited by michaelm -- 8/21/2011 9:06:22 AM >


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Michael

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Post #: 394
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/21/2011 9:53:46 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
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I don't think the amphibious TF loading routines are working correctly. This is not new but I've got to the point in the game where I'm carring out lots on amphibious ops and it's getting a little trying creating a TF with enough ships to load a unit(s) only to be told during the loading routines that I need to add more or, even worse, not being told that and finding I've left some behind.

I've just tried loading the 8th Aus Div which requires 10368 troop and 8680 cargo onto a TF with 11240/10940 space. The loading routine indicates it will load OK, a green YES, but when I click it I get an indication that I could do with some more troop space and the fit goes to a red NO. OK I'll verify it and add some ships at the next screen which is below.





This screen however tells me I'm short of cargo space by 1652 and not troop space as previously indicated. I haven't carried on with this load but on numerous occasions, having added ships and accepted the load, I've left some load behind.

This problem is exacerbated when trying to load more than one unit, in fact it becomes almost imposible to bulk load LCUs particularly when there are large units involved I now load them individually.

Attachment (1)

< Message edited by Chris H -- 8/21/2011 10:18:10 AM >

(in reply to michaelm75au)
Post #: 395
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/21/2011 2:08:58 PM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline
Alternatively, the LOC could be reset to 'none' every time the unit enters a new hex.

quote:

ORIGINAL: Bradley7735


quote:

ORIGINAL: Blackhorse

Thanks for chewing.

You make a good point about "set and forget". When a retreat occurs, could there be a check to see if the LOC hex is adjacent? If it is not adjacent, the LOC retreat routine is skipped.


quote:

ORIGINAL: michaelm


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.




I agree w/Blackhorse. If the player doesn't set the LOC for 10 hexes, then they should get the default retreat path. However, if they are diligent and set it each movement (ie, adjacent), then the LOC hex would apply.



_____________________________

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 Bradley7735)
Post #: 396
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/22/2011 3:44:40 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Installer updated with new build

[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]
Tweaked On Destroyed LCU screen, show the potential TOE AV if unit has not been rebuilt yet; add filter to suppress 'no recall' [MEM]
Changed (S) to [S] for HQ attachment to indicate permanent to align with [R] [MEM]
Added Restriction filter to army lists - filter by [S], [R], (R) or None [MEM]
Added Industry filter to Intel's Resource/Industry screen [MEM]



_____________________________

Michael

(in reply to Blackhorse)
Post #: 397
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 Au... - 8/22/2011 4:43:18 AM   
CV 2

 

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

ORIGINAL: Chris H

I don't think the amphibious TF loading routines are working correctly. This is not new but I've got to the point in the game where I'm carring out lots on amphibious ops and it's getting a little trying creating a TF with enough ships to load a unit(s) only to be told during the loading routines that I need to add more or, even worse, not being told that and finding I've left some behind.

I've just tried loading the 8th Aus Div which requires 10368 troop and 8680 cargo onto a TF with 11240/10940 space. The loading routine indicates it will load OK, a green YES, but when I click it I get an indication that I could do with some more troop space and the fit goes to a red NO. OK I'll verify it and add some ships at the next screen which is below.





This screen however tells me I'm short of cargo space by 1652 and not troop space as previously indicated. I haven't carried on with this load but on numerous occasions, having added ships and accepted the load, I've left some load behind.

This problem is exacerbated when trying to load more than one unit, in fact it becomes almost imposible to bulk load LCUs particularly when there are large units involved I now load them individually.


The display is for loading transport TFs. Amphib requires 20% more space. Guess it would have taken too much time to put in the correct calculations in for amphib, so you you have to do it yourself. If in your example, 10,368 troop figure 12,500+, and 8680 cargo figure 10,500+ maybe a little more because you will want supplies also.

< Message edited by CV 2 -- 8/22/2011 4:44:57 AM >

(in reply to Chris21wen)
Post #: 398
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/22/2011 6:20:37 AM   
PaxMondo


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

ORIGINAL: michaelm

Installer updated with new build

[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]
Tweaked On Destroyed LCU screen, show the potential TOE AV if unit has not been rebuilt yet; add filter to suppress 'no recall' [MEM]
Changed (S) to [S] for HQ attachment to indicate permanent to align with [R] [MEM]
Added Restriction filter to army lists - filter by [S], [R], (R) or None [MEM]
Added Industry filter to Intel's Resource/Industry screen [MEM]



Nice. Thanks!!



_____________________________

Pax

(in reply to michaelm75au)
Post #: 399
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/22/2011 12:26:47 PM   
m10bob


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

quote:

ORIGINAL: michaelm

Installer updated with new build

[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]
Tweaked On Destroyed LCU screen, show the potential TOE AV if unit has not been rebuilt yet; add filter to suppress 'no recall' [MEM]
Changed (S) to [S] for HQ attachment to indicate permanent to align with [R] [MEM]
Added Restriction filter to army lists - filter by [S], [R], (R) or None [MEM]
Added Industry filter to Intel's Resource/Industry screen [MEM]





Thank you michaelm...(You deserve to capitalize your name by now....)

_____________________________




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Post #: 400
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/22/2011 4:22:20 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
CV2 found a bug where a fragment lost it's parent and disappeared. It should have stayed as an orphan fragment. The installer has been updated.

[p9a]
Fixed Loss of LCU fragment due to missing parent - fragment will remain play as an orphan [MEM]

< Message edited by michaelm -- 8/22/2011 4:23:04 PM >


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Michael

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Post #: 401
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/22/2011 8:58:37 PM   
Schorsch

 

Posts: 81
Joined: 1/25/2010
From: Germany
Status: offline


There is something missing on the industry-screen (latest beta p9)

(in reply to michaelm75au)
Post #: 402
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/22/2011 9:19:05 PM   
berto


Posts: 20708
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From: metro Chicago, Illinois, USA
Status: offline
You never seem to run out of new ideas, Michael.

If the next patch is to be the last official one, I say: take your time. Don't cut the new ideas short.

And the longer the beta test, the greater the polish.

No rush.

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(in reply to Schorsch)
Post #: 403
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/23/2011 12:07:11 AM   
jmalter

 

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Joined: 10/12/2010
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playing scen#14v2 vs. the IJ AI under 1108p9a - FoW prob w/ the '5' hotkey.

in this screencap, the location 2 nexes NE of Hanoi shows no supply available. now i know there's an IJ unit there that i drove out of Hanoi a coupla' weeks back, but this unit is currently not detected by my air recon.

so i'm concerned that one could get intel from the supply-path hotkey to identify hexes where undetected enemy LCU are present, 'cos the supply %age doesn't display in an enemy-occupied hex. once the hex is ID'd, bombing strikes against the hex will supply further intel, such as the names of units in the hex.

ideally, undetected LCUs should not influence the supply-path display.





Attachment (1)

(in reply to berto)
Post #: 404
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/23/2011 3:02:41 AM   
michaelm75au


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

quote:

ORIGINAL: Schorsch

There is something missing on the industry-screen (latest beta p9)



Yep. The industry tags were changed but the column headings were missed. Just a display issue and the columns are in same order as the filters on the top of the screen.

_____________________________

Michael

(in reply to Schorsch)
Post #: 405
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/23/2011 3:17:24 AM   
michaelm75au


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

quote:

ORIGINAL: jmalter

playing scen#14v2 vs. the IJ AI under 1108p9a - FoW prob w/ the '5' hotkey.

in this screencap, the location 2 nexes NE of Hanoi shows no supply available. now i know there's an IJ unit there that i drove out of Hanoi a coupla' weeks back, but this unit is currently not detected by my air recon.

so i'm concerned that one could get intel from the supply-path hotkey to identify hexes where undetected enemy LCU are present, 'cos the supply %age doesn't display in an enemy-occupied hex. once the hex is ID'd, bombing strikes against the hex will supply further intel, such as the names of units in the hex.

ideally, undetected LCUs should not influence the supply-path display.



The results are different for a PBEM game. You don't see the numbers, just dots. The units themselves don't stop the trace, it is the onwnership of the hex and hexsides that does.

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Michael

(in reply to jmalter)
Post #: 406
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/23/2011 5:16:50 AM   
jmalter

 

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quote:

ORIGINAL: michaelm

quote:

ORIGINAL: jmalter
FoW prob w/ the '5' hotkey.


The results are different for a PBEM game. You don't see the numbers, just dots. The units themselves don't stop the trace, it is the onwnership of the hex and hexsides that does.

so it's not an intel prob for PBEM play? i'm glad to hear that, 'cos while i was writing my post i thought, "wow, this could be a hairy bear to get sorted properly." i'd rather you spent your time on the 'good stuff' !

from my experience w/ VASL, the most difficult probs were cases where the thing inadvertently provided unwarranted intel advantages.

(in reply to michaelm75au)
Post #: 407
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/23/2011 5:45:40 AM   
michaelm75au


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

quote:

ORIGINAL: jmalter


quote:

ORIGINAL: michaelm

quote:

ORIGINAL: jmalter
FoW prob w/ the '5' hotkey.


The results are different for a PBEM game. You don't see the numbers, just dots. The units themselves don't stop the trace, it is the onwnership of the hex and hexsides that does.

so it's not an intel prob for PBEM play? i'm glad to hear that, 'cos while i was writing my post i thought, "wow, this could be a hairy bear to get sorted properly." i'd rather you spent your time on the 'good stuff' !

from my experience w/ VASL, the most difficult probs were cases where the thing inadvertently provided unwarranted intel advantages.

This was discussed when I first introduced it back in build K9. It did show the numbers originally, but they were dropped for the 'dots' because of such concerns you mentioned. The last dot in a path could be there for a number of reasons.

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Post #: 408
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/23/2011 10:32:55 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Just started running Windows 7 64 and would like to now if there are any problems with it or if I should watch out for anything.

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Post #: 409
RE: Patch 06 - Public Beta - Build 1108p9b updated 23 A... - 8/23/2011 11:31:48 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
[p9b]
Fixed Industry totals on Indusrty menu [MEM]
Fixed Missing search patrol level on night mission [MEM]

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Michael

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Post #: 410
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 Au... - 8/23/2011 11:38:07 AM   
Akos Gergely

 

Posts: 733
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From: Hungary, Bp.
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Is it only me or the installer is really missing from the first post...?

EDIT - seems I checked in that few minutes while it was replaced...

< Message edited by csatahajos -- 8/23/2011 11:39:06 AM >


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Post #: 411
RE: Patch 06 - Public Beta - Build 1108p9b updated 23 A... - 8/23/2011 11:58:00 AM   
PaxMondo


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quote:

ORIGINAL: michaelm

[p9b]
Fixed Industry totals on Indusrty menu [MEM]
Fixed Missing search patrol level on night mission [MEM]

I was just going to post this issue! THANKS for the great support.



_____________________________

Pax

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Post #: 412
RE: Patch 06 - Public Beta - Build 1108p9b updated 23 A... - 8/23/2011 12:15:32 PM   
m10bob


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From: Dismal Seepage Indiana
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Would it be possible to alter the type of Naval Search by planes?..Perhaps a closer grid might be represented by less out-going range, but a higher percentage chance to locate??

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Post #: 413
RE: Patch 06 - Public Beta - Build 1108p9b updated 23 A... - 8/23/2011 12:21:10 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
I had the idea of setting a 'Tactic' for some air functions. It uses such internally for some air missions, but this is a bit more involved for player choices.

I'll add it to my list anyway.


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Michael

(in reply to m10bob)
Post #: 414
RE: Patch 06 - Public Beta - Build 1108p9b updated 23 A... - 8/23/2011 12:29:28 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
A minor glitch, the TF screen popup shows "docked at" instead of "unloading", I suppose it should show "unloading" as it also shows "loading" when really loading something.

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Post #: 415
RE: Patch 06 - Public Beta - Build 1108p9b updated 23 A... - 8/23/2011 12:54:56 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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quote:

ORIGINAL: BigDuke66

A minor glitch, the TF screen popup shows "docked at" instead of "unloading", I suppose it should show "unloading" as it also shows "loading" when really loading something.

Did it have something to unload???

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(in reply to BigDuke66)
Post #: 416
RE: Patch 06 - Public Beta - Build 1108p9b updated 23 A... - 8/23/2011 1:03:16 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Yes all those TFs that are unloading show "docked at base".

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Post #: 417
RE: Patch 06 - Public Beta - Build 1108p9b updated 23 A... - 8/23/2011 1:13:34 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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quote:

ORIGINAL: BigDuke66

Yes all those TFs that are unloading show "docked at base".

Can you post an image?
I must be looking in wrong place.

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Michael

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Post #: 418
RE: Patch 06 - Public Beta - Build 1108p9b updated 23 A... - 8/23/2011 2:49:12 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Here we go.

TF 517 is a Tanker TF unloading fuel at Suva, I looked thru some other TFs and it doesn't seem to be tied to specific TF type or what the TF is unloading, simply if the TF is unloading something the popup will show "docked at base" instead of "unloading".
This is under p9, I haven't tried the latest beta yet.

Attachment (1)

< Message edited by BigDuke66 -- 8/23/2011 2:52:32 PM >


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Post #: 419
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 8/23/2011 4:39:05 PM   
Keldun

 

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I' m having a weird bug, sometimes when I select an air group, the game sends me to a completely different group.
This can be a bit messy when forget to double check the name of the unit with all its available command and I try to send some medium bomber to do some low ground attack but end up sending some ki-27b fighters to do it instead
Here is a small video that I recorded of the bug, I' m using patch 1108p9 and the scenario is the number 1 without any mods other than the map showing garrison requirement.
In that video, I first select the 47th I.F.Chutai without problem but after that when I try to select the 51st I.F.Chutai Det, the game sends me to the 12th Tpt.Chutai instead.

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< Message edited by Keldun -- 8/23/2011 4:46:39 PM >

(in reply to Blackhorse)
Post #: 420
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