Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: rader
Wait, are you saying that players shouldn't be overfilling groups? Is there any intention to allow these functions to overfill? (Didn't understand the response...)
Andrew
quote:
ORIGINAL: michaelm
quote:
ORIGINAL: rader
I think there might be a problem with the function to draw 5/10 pilots into a group... it won't let me overfill my groups using this function, even to 125 or 133% (whatever the allowable overfill is).
When I first introduced the extra draw buttons, it does not overfill groups as that is not its intended (ab)use.
I won't be changing them to overfill if it currently isn't.
[1108q9] Changed Location of Show TOE button on LCU screen [MEM] Added Option to stop upgrades in LCU [MEM] Tweak Made new stacking levels from pwhex override the default island stack size if present [MEM] Tweak Enabled lcu on ship to be seen on prev/next from army list [MEM] Tweak Allow prev/next on lcus on ships in a tf hex [MEM] Fixed Repair of Air Hq devices with Replacements denied [MEM] Fixed LCU replacements could cause 'free' upgrade sometimes [MEM] Tweak Added monsoon effect to aircraft support affecting AF (0-4) service level [MEM] Fixed Low level altitude penalty using wrong altitude [MEM] Fixed Defender pilot not always getting fatigue from high altitude penalty [MEM] Tweak Independent group co-ordination failing [MEM]
Michael, do you plan a hot key to display the actual stacking limit of each hex?
No. The limits are visible on the lcu list screen and the base screen.
Just had a thought that it probably wont be visible if the LCU is in a non-base screen. Unless the LCU list is shown.
Doing hotkey scans of the map seems to stretching the performance of this code at this time.
Understood. As an alternative, could the stacking limit for the currently selected hex be displayed somewhere on the screen? That would only be 1 hex at a time but would meet the need of a player who had to check on a hex (which I anticipate to be needed reasonably often until/unless people become very familiar with the limits in any given area of combat).
Not sure but maybe a nevermind. I click on the land unit icon at the base & then it shows for that base so it must be some kind of refresh kind of thing due to patch install. I'll play a turn to see if it returns to normal as I'd hate to have to click on the troop icon for every base to get them to show up.
Ok I played a turn but it resets back to not showing the land units unless I click on the base itself or land unit icon. If I just go through the bases using the next base button they won't show & it'll just reset the next turn. Is there some switch that happened from 1108q8a to 9q that changed this?
< Message edited by jcjordan -- 10/26/2011 3:20:41 AM >
I thought this was addressed way back in a previous update.
But..
On the industry screen when I attempt to expand the Kate factory in scenario 1 which starts at 0 production, it does not give a button to expand. However, if you go the the base factory you can expand to a starting production of two, then go back to the industry screen where the expansion now works normally.
So when a factory is at zero you cannot start expansion in the industry screen.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: jcjordan
Not sure but maybe a nevermind. I click on the land unit icon at the base & then it shows for that base so it must be some kind of refresh kind of thing due to patch install. I'll play a turn to see if it returns to normal as I'd hate to have to click on the troop icon for every base to get them to show up.
Ok I played a turn but it resets back to not showing the land units unless I click on the base itself or land unit icon. If I just go through the bases using the next base button they won't show & it'll just reset the next turn. Is there some switch that happened from 1108q8a to 9q that changed this?
Nothing changed. But you're right that they have vanished from the bottom panel. Ummmm.. what didn't I change???
Fault lies with the code to handle next/prev buttons on LCU screens being filtered by lists. Was treating a base like a TF. Removed the base check and the LCUs come back. Plus the pre/next buttons still work.
< Message edited by michaelm -- 10/26/2011 9:44:34 AM >
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: medicff
Hi Michael,
I thought this was addressed way back in a previous update.
But..
On the industry screen when I attempt to expand the Kate factory in scenario 1 which starts at 0 production, it does not give a button to expand. However, if you go the the base factory you can expand to a starting production of two, then go back to the industry screen where the expansion now works normally.
So when a factory is at zero you cannot start expansion in the industry screen.
Not sure but maybe a nevermind. I click on the land unit icon at the base & then it shows for that base so it must be some kind of refresh kind of thing due to patch install. I'll play a turn to see if it returns to normal as I'd hate to have to click on the troop icon for every base to get them to show up.
Ok I played a turn but it resets back to not showing the land units unless I click on the base itself or land unit icon. If I just go through the bases using the next base button they won't show & it'll just reset the next turn. Is there some switch that happened from 1108q8a to 9q that changed this?
Nothing changed. But you're right that they have vanished from the bottom panel. Ummmm.. what didn't I change???
Fault lies with the code to handle next/prev buttons on LCU screens being filtered by lists. Was treating a base like a TF. Removed the base check and the LCUs come back. Plus the pre/next buttons still work.
Thanks Michael, all is right w/ the AE world for now
Posts: 382
Joined: 3/11/2004 From: Austria Status: offline
I have a TF movement problem. Invaded Truk with an amph TF which included an AGC with an Amphib HQ on it. Everything worked fined (the Amphib HQ did not unload). After i captured the base the Amphib HQ started to unload (why ?). I stopped the unload process but since then the TF does not want to move back to ponape since 3 turns. Tried to unload/stop unload buttons but still no movement. I attached the current Turn.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
AGC wont unload the Amph Hq until the base is captured.
I wonder if the 'following and followed' may be the problem. One of those TFs has almost no endurance. You could try canceling the tf route and just send the amph tf back to Ponape.
Nothing else stands out unless some un/load setting is still on.
Removing the 'followed by' from the amphib TF allowed it to retire. Probably amp tf is 'slowing down' to allow the following to catch up. Also replenishing the fuel in both following TFs made the TFs retire.
< Message edited by michaelm -- 10/29/2011 4:58:07 AM >
In the LCU lists I really wish there was some way to include the LCU opmode when you view the LCU stats. Possible squeezing it in where location would be on LCU base list?.
It already shows that??? Or am I missing something??
Pretty sure he is referring to the "soft" screen. You looked at this once before and did not think you had space ... it is a good idea though. you use the soft screen to see upgrade and FAT. now, you have to go into the unit to change the status. Be nice to change the status from the screen. But, understand there is only so many char's width ...
It already shows that??? Or am I missing something??
Pretty sure he is referring to the "soft" screen. You looked at this once before and did not think you had space ... it is a good idea though. you use the soft screen to see upgrade and FAT. now, you have to go into the unit to change the status. Be nice to change the status from the screen. But, understand there is only so many char's width ...
That's the one. The base LCU list looks as if it might have room, possibly shorten to two or three characters.
The issue why we can't use existing list is when you swap back from 'soft', the sort reorders the list because it sorts on a particular visible colum.
Yes I appreciate that but that is not what I'm asking for. The show soft LCU list you get from a base does not have the location in the list. Could the opsmode not be added to it.
[1108q9] Changed Location of Show TOE button on LCU screen [MEM] Added Option to stop upgrades in LCU [MEM] Tweak Made new stacking levels from pwhex override the default island stack size if present [MEM] Tweak Enabled lcu on ship to be seen on prev/next from army list [MEM] Tweak Allow prev/next on lcus on ships in a tf hex [MEM] Fixed Repair of Air Hq devices with Replacements denied [MEM] Fixed LCU replacements could cause 'free' upgrade sometimes [MEM] Tweak Added monsoon effect to aircraft support affecting AF (0-4) service level [MEM] Fixed Low level altitude penalty using wrong altitude [MEM] Fixed Defender pilot not always getting fatigue from high altitude penalty [MEM] Tweak Independent group co-ordination failing [MEM]
Michael, do you plan a hot key to display the actual stacking limit of each hex?
No. The limits are visible on the lcu list screen and the base screen.
Just had a thought that it probably wont be visible if the LCU is in a non-base screen. Unless the LCU list is shown.
Doing hotkey scans of the map seems to stretching the performance of this code at this time.
Understood. As an alternative, could the stacking limit for the currently selected hex be displayed somewhere on the screen? That would only be 1 hex at a time but would meet the need of a player who had to check on a hex (which I anticipate to be needed reasonably often until/unless people become very familiar with the limits in any given area of combat).
Michael, just in case you are entertaining this suggestion, here are a couple of possible locations:
Michael, Trying to restore synchronisation at our campaign, we've decide to repeat some turns before the problem has appeared and have find out, that desynchronisation ever springing up at the same moment(at combat-save after the turn 172). At this turn I move my CV-TF near Cocos Islands with a lack of ops-points. Could it cause sync problems? File with a allies-turn 172 is attached.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: witpqs
quote:
ORIGINAL: witpqs
quote:
ORIGINAL: michaelm
quote:
ORIGINAL: witpqs
quote:
ORIGINAL: michaelm
[1108q9] Changed Location of Show TOE button on LCU screen [MEM] Added Option to stop upgrades in LCU [MEM] Tweak Made new stacking levels from pwhex override the default island stack size if present [MEM] Tweak Enabled lcu on ship to be seen on prev/next from army list [MEM] Tweak Allow prev/next on lcus on ships in a tf hex [MEM] Fixed Repair of Air Hq devices with Replacements denied [MEM] Fixed LCU replacements could cause 'free' upgrade sometimes [MEM] Tweak Added monsoon effect to aircraft support affecting AF (0-4) service level [MEM] Fixed Low level altitude penalty using wrong altitude [MEM] Fixed Defender pilot not always getting fatigue from high altitude penalty [MEM] Tweak Independent group co-ordination failing [MEM]
Michael, do you plan a hot key to display the actual stacking limit of each hex?
No. The limits are visible on the lcu list screen and the base screen.
Just had a thought that it probably wont be visible if the LCU is in a non-base screen. Unless the LCU list is shown.
Doing hotkey scans of the map seems to stretching the performance of this code at this time.
Understood. As an alternative, could the stacking limit for the currently selected hex be displayed somewhere on the screen? That would only be 1 hex at a time but would meet the need of a player who had to check on a hex (which I anticipate to be needed reasonably often until/unless people become very familiar with the limits in any given area of combat).
Michael, just in case you are entertaining this suggestion, here are a couple of possible locations:
That sounds okay. Will need to see if I can find the space. Normal problem is the altFont setting - will need to use that as the max space to use.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: DmitryZ
Michael, Trying to restore synchronisation at our campaign, we've decide to repeat some turns before the problem has appeared and have find out, that desynchronisation ever springing up at the same moment(at combat-save after the turn 172). At this turn I move my CV-TF near Cocos Islands with a lack of ops-points. Could it cause sync problems? File with a allies-turn 172 is attached.
Can't see why that should cause a problem. But I'll replay this save and try to see when the sync "goes out of sync".
I don't want to rain on anyones parade and appreaciate greatly Michealm and his tremendous support but I see daily requests being made for new features. I fear at some point if new features keep being added the game may be unplayable to the new player . Again thanks Micheal for the outstanding support.
_____________________________
"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer
[1108q9] Changed Location of Show TOE button on LCU screen [MEM] Added Option to stop upgrades in LCU [MEM] Tweak Made new stacking levels from pwhex override the default island stack size if present [MEM] Tweak Enabled lcu on ship to be seen on prev/next from army list [MEM] Tweak Allow prev/next on lcus on ships in a tf hex [MEM] Fixed Repair of Air Hq devices with Replacements denied [MEM] Fixed LCU replacements could cause 'free' upgrade sometimes [MEM] Tweak Added monsoon effect to aircraft support affecting AF (0-4) service level [MEM] Fixed Low level altitude penalty using wrong altitude [MEM] Fixed Defender pilot not always getting fatigue from high altitude penalty [MEM] Tweak Independent group co-ordination failing [MEM]
Michael, do you plan a hot key to display the actual stacking limit of each hex?
No. The limits are visible on the lcu list screen and the base screen.
Just had a thought that it probably wont be visible if the LCU is in a non-base screen. Unless the LCU list is shown.
Doing hotkey scans of the map seems to stretching the performance of this code at this time.
Understood. As an alternative, could the stacking limit for the currently selected hex be displayed somewhere on the screen? That would only be 1 hex at a time but would meet the need of a player who had to check on a hex (which I anticipate to be needed reasonably often until/unless people become very familiar with the limits in any given area of combat).
Michael, just in case you are entertaining this suggestion, here are a couple of possible locations:
That sounds okay. Will need to see if I can find the space. Normal problem is the altFont setting - will need to use that as the max space to use.
Even though I didn't show it in the screen shot, "Option 1" has lots of free space to the right of it, basically limited by the monitor size.
ORIGINAL: witpqs Even though I didn't show it in the screen shot, "Option 1" has lots of free space to the right of it, basically limited by the monitor size.
"Option 1" looks like the right place. Great idea by the way.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: DmitryZ
Michael, Trying to restore synchronisation at our campaign, we've decide to repeat some turns before the problem has appeared and have find out, that desynchronisation ever springing up at the same moment(at combat-save after the turn 172). At this turn I move my CV-TF near Cocos Islands with a lack of ops-points. Could it cause sync problems? File with a allies-turn 172 is attached.
I have found the problem. There is a difference in one of the player's options that should be the same. Not sure how/why they are different. I will see if it can spot how it happens.
Worst case is that I have to patch your game to have the same option for both sides.
[edit] The option being test is the player's "AutoUprade" that is only used to set the initial 'doNotUpgrade' values on ships/groups. Where the test is failing is on subs due an upgrade. Depending on what each players setting was, the same sub might or might not be held back for a pending upgrade. Sound familiar. IIRC, there has been complaints about auto sub missions and pending upgrades.
This option should not be tested here. The test should only be looking at the current setting of the sub - is IT'S upgrade allowed??
[edit2] Looks like I introduced this bug right at the start of this 'patch' series (Dec 2010). Took long enough for someone to find it
[edit3] Updated EXE (1108q9c) to allow game to be get back in to sync. Both players need to install this into the Beta2 directory. I'll update the installer over the weekend.