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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... - 11/3/2011 3:30:38 AM   
michaelm75au


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

quote:

ORIGINAL: SuluSea

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.

The majority of changes tend to be tweaks to existing things or additional information added.
I don't see these changes as being too radical to totally confuse a new player (unless he has actually read the manual. In which case there will be extra stuff on screens that might not be obvious.) It is not as if certain aspects were totally turned "topsy-turvy" as I have seen in other 'patched' games.

_____________________________

Michael

(in reply to SuluSea)
Post #: 1021
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/3/2011 4:18:25 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
SuluSea, quite a vast number of changes have made the interface easier and greatly reduced click-count, both of which should make life much easier for a new guy - compared to previously, of course, not that this will ever be a trivial game to learn.

(in reply to michaelm75au)
Post #: 1022
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 Oc... - 11/3/2011 6:24:25 AM   
michaelm75au


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:


I have gone with your option 1, adding a few spaces after the hex location before printing it. That way it will 'float' with the size of the 'Hex: x,y' string.
Will be in the next build.
Thanks

_____________________________

Michael

(in reply to witpqs)
Post #: 1023
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 Oc... - 11/3/2011 9:58:11 AM   
DmitryZ

 

Posts: 33
Joined: 10/24/2011
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Michael, greate thanks for your support!

(in reply to michaelm75au)
Post #: 1024
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 Oc... - 11/3/2011 12:23:40 PM   
beppi

 

Posts: 382
Joined: 3/11/2004
From: Austria
Status: offline
I have some questions regarding Fixed Defender pilot not always getting fatigue from high altitude penalty [MEM].

I think it is a very good idea as it brings the air combat down from the max altitude but still allows it at least for a few attacks.

1.) Just a short question, would it be possible to further increase the morale malus for hight altitude fighting ? I think it is quite a good idea to balance it that way but the hit on the morale is still not very hight and you can conduct strato sweeps for quite a lot of turns. It is currently only a real problem with cap at max altidude.

2.) Would it be possible to "color" the altitude settings to yellow if the altitude of a plane is in the morale malus range ? It is quite hard to set a good cap for multiple planes that does not have the morale malus. And it is a lot of micromanage to calculate it for each plane and then set the corresponding cap. And i usually do not change the cap altitude each turn, i set it once and then it is set.

3.) A more, lets say, advanced question is the following. Until now when i decided to set the alt of a base with 10 different fighter plane squads i picked the one with the most alt and most range, turned the droptanks on and then i used the set all fighters button. This automatically set all planes to max range and max altitude. Now this is a little problem as i would push some of the groups in the morale malus range. Would it be possible to just change the "percentage" of all other groups ? So i set my P47D25 to 30k alt, which is around 70%. Now when i press the set all fighters, all fighters are set to 70% of their max altitude and no longer to 30k for each. Same rule goes to all planes which have a morale modifier with alt. Problem is that the flat height should remain (at least i think) as for example if i have a HR for 15k feet for 4E i want to set all 4E to 15k feet and noone lower.

Just some suggestions to improve the usability, no big game changer. But the morale malus added some micro management again.

(in reply to DmitryZ)
Post #: 1025
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/3/2011 12:33:46 PM   
Bliztk


Posts: 779
Joined: 4/24/2002
From: Electronic City
Status: offline
quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Bliztk

Hi michael, we are experiencing overkill ratios with night bombers:

http://www.matrixgames.com/forums/tm.asp?m=2941270

Can you check if anything got changed recently ?

We are recently upraded from mid August to 26th Oct Beta


No changes to Night air combat apparent in current betas.

[edit]
attach a save with bad combat and I'll see if any of the other changes might have had a knock on effect.


Attached savegame

Attachment (1)

< Message edited by Bliztk -- 11/3/2011 12:34:13 PM >


_____________________________


(in reply to michaelm75au)
Post #: 1026
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/3/2011 1:34:25 PM   
dorjun driver


Posts: 641
Joined: 4/20/2006
From: Port Townsend: hex 210,51
Status: offline
Using 1108q9b, Operation Buccaneer, under the Intelligence/Ship Availability screen the sort function doesn't appear to be working on either the Type column or the ETA column.

It's only a small thing, but I understand there is some sort of deity in the details.

(in reply to Bliztk)
Post #: 1027
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/3/2011 2:10:27 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Works okay in my saves.
Post a save. There might be some corruption in a ship name or such.


_____________________________

Michael

(in reply to dorjun driver)
Post #: 1028
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/3/2011 2:45:38 PM   
dorjun driver


Posts: 641
Joined: 4/20/2006
From: Port Townsend: hex 210,51
Status: offline
Here ya go.


Attachment (1)

(in reply to michaelm75au)
Post #: 1029
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 Oc... - 11/3/2011 8:27:06 PM   
witpqs


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

ORIGINAL: michaelm

I have gone with your option 1, adding a few spaces after the hex location before printing it. That way it will 'float' with the size of the 'Hex: x,y' string.
Will be in the next build.
Thanks


Thanks!

(in reply to michaelm75au)
Post #: 1030
RE: Patch 06 - Public Beta - Build 1108q9 updated 24 Oc... - 11/4/2011 5:30:41 AM   
PaxMondo


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

quote:

ORIGINAL: witpqs

quote:

ORIGINAL: michaelm

I have gone with your option 1, adding a few spaces after the hex location before printing it. That way it will 'float' with the size of the 'Hex: x,y' string.
Will be in the next build.
Thanks


Thanks!


+1




_____________________________

Pax

(in reply to witpqs)
Post #: 1031
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/4/2011 8:58:45 AM   
michaelm75au


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

ORIGINAL: dorjun driver

Using 1108q9b, Operation Buccaneer, under the Intelligence/Ship Availability screen the sort function doesn't appear to be working on either the Type column or the ETA column.

It's only a small thing, but I understand there is some sort of deity in the details.


Taskforce arrival is throwing it for the ETA. The sort is looking at the SHIP's arrival date, not the TF. The ship is probably at 0 delay. I can fixed that.

The Type sort though looks okay to me. It is by the class type 'number' not the text letters.

< Message edited by michaelm -- 11/4/2011 9:06:10 AM >


_____________________________

Michael

(in reply to dorjun driver)
Post #: 1032
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/4/2011 9:33:38 AM   
michaelm75au


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

quote:

ORIGINAL: Bliztk

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Bliztk

Hi michael, we are experiencing overkill ratios with night bombers:

http://www.matrixgames.com/forums/tm.asp?m=2941270

Can you check if anything got changed recently ?

We are recently upraded from mid August to 26th Oct Beta


No changes to Night air combat apparent in current betas.

[edit]
attach a save with bad combat and I'll see if any of the other changes might have had a knock on effect.


Attached savegame

I've run this save and the night attacks seem almost non-existent compared to the stated results you mentioned elsewhere.
Is this the save from that replay???

_____________________________

Michael

(in reply to Bliztk)
Post #: 1033
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/4/2011 12:12:23 PM   
PaxMondo


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

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Bliztk

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Bliztk

Hi michael, we are experiencing overkill ratios with night bombers:

http://www.matrixgames.com/forums/tm.asp?m=2941270

Can you check if anything got changed recently ?

We are recently upraded from mid August to 26th Oct Beta


No changes to Night air combat apparent in current betas.

[edit]
attach a save with bad combat and I'll see if any of the other changes might have had a knock on effect.


Attached savegame

I've run this save and the night attacks seem almost non-existent compared to the stated results you mentioned elsewhere.
Is this the save from that replay???

Ohhh, this is what I was afraid of ... so many variables involved that getting repeatable results to show an issue is almost impossible ...


_____________________________

Pax

(in reply to michaelm75au)
Post #: 1034
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/4/2011 1:44:53 PM   
Bliztk


Posts: 779
Joined: 4/24/2002
From: Electronic City
Status: offline
Maybe I missed the combat replay file. I have rerun the turn in my computer and I get this anomalous results

--------------------------------------------------------------------------
Night Air attack on Rangoon , at 54,53 
 
Weather in hex: Partial cloud
 
Raid detected at 40 NM, estimated altitude 11,000 feet.
Estimated time to target is 11 minutes
 
Japanese aircraft
      Ki-61-Ia Tony x 15
 
 
 
Allied aircraft
      B-25C Mitchell x 4
 
 
Japanese aircraft losses
      Ki-61-Ia Tony: 1 destroyed
 
Allied aircraft losses
      B-25C Mitchell: 3 damaged
 
 
 
Aircraft Attacking:
       4 x B-25C Mitchell bombing from 10000 feet * 

--------------------------------------------------------------------------------
Night Air attack on Rabaul , at 106,125 
 
Weather in hex: Moderate rain
 
Raid detected at 34 NM, estimated altitude 13,000 feet.
Estimated time to target is 11 minutes
 
Japanese aircraft
      A6M3 Zero x 12
 
 
 
Allied aircraft
      B-24D Liberator x 3
 
 
Japanese aircraft losses
      A6M3 Zero: 3 destroyed
 
Allied aircraft losses
      B-24D Liberator: 3 damaged
 

--------------------------------------------------------------------------



Attachment (1)

_____________________________


(in reply to PaxMondo)
Post #: 1035
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/4/2011 2:49:25 PM   
dorjun driver


Posts: 641
Joined: 4/20/2006
From: Port Townsend: hex 210,51
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: dorjun driver

Using 1108q9b, Operation Buccaneer, under the Intelligence/Ship Availability screen the sort function doesn't appear to be working on either the Type column or the ETA column.

It's only a small thing, but I understand there is some sort of deity in the details.


Taskforce arrival is throwing it for the ETA. The sort is looking at the SHIP's arrival date, not the TF. The ship is probably at 0 delay. I can fixed that.

The Type sort though looks okay to me. It is by the class type 'number' not the text letters.


Roger. And thanks again.

By the way, whatever you're on? Where might I procure a taste?

(in reply to michaelm75au)
Post #: 1036
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/4/2011 4:12:34 PM   
witpqs


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

ORIGINAL: PaxMondo

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Bliztk

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Bliztk

Hi michael, we are experiencing overkill ratios with night bombers:

http://www.matrixgames.com/forums/tm.asp?m=2941270

Can you check if anything got changed recently ?

We are recently upraded from mid August to 26th Oct Beta


No changes to Night air combat apparent in current betas.

[edit]
attach a save with bad combat and I'll see if any of the other changes might have had a knock on effect.


Attached savegame

I've run this save and the night attacks seem almost non-existent compared to the stated results you mentioned elsewhere.
Is this the save from that replay???

Ohhh, this is what I was afraid of ... so many variables involved that getting repeatable results to show an issue is almost impossible ...



One thing we've seen on these boards over the years is complaints about certain results which make it seem like all examples of that function are like those results. Often it turns out to not be the case.

If night bombing results are really all over the place and only sometimes result in significant success then that doesn't seem too bad to me. What do you think?

(in reply to PaxMondo)
Post #: 1037
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/4/2011 4:33:08 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
One thing I have found is that airborne search radar is not being checked before the planes are spotted, but is used in the actual plane-to-plane combat.
Logically, if planes have no radar and no detection from the ground, then actual interception should be less likely.
The reason I noticed this is that there is a slot to record the air radar device of the defenders, but in the few night combats in this save, there was no value stored there.

I have added a simple check for radar in the CAP or raid being detected in this build. It should lower the odds that CAP without some radar assistance will engage raid. NF or a/c with air radar should do better at intercepting raids than those without.

Feedback appreciated.



Attachment (1)

< Message edited by michaelm -- 11/4/2011 4:59:28 PM >


_____________________________

Michael

(in reply to witpqs)
Post #: 1038
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/4/2011 5:23:34 PM   
PaxMondo


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

quote:

ORIGINAL: michaelm

One thing I have found is that airborne search radar is not being checked before the planes are spotted, but is used in the actual plane-to-plane combat.
Logically, if planes have no radar and no detection from the ground, then actual interception should be less likely.
The reason I noticed this is that there is a slot to record the air radar device of the defenders, but in the few night combats in this save, there was no value stored there.

I have added a simple check for radar in the CAP or raid being detected in this build. It should lower the odds that CAP without some radar assistance will engage raid. NF or a/c with air radar should do better at intercepting raids than those without.

Feedback appreciated.



Oh, I cannot wait to test this! THANK YOU!!!!!



_____________________________

Pax

(in reply to michaelm75au)
Post #: 1039
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/4/2011 6:20:38 PM   
medicff

 

Posts: 710
Joined: 9/11/2004
From: WPB, Florida
Status: offline
Michael,
I have a question WAD or not noticed before regarding pilot movement. Beta 1108q9b

The Japanese Datai that have detached units. When trying to add replacement pilots (35 quality pool) to detached unit then it will draw from the top of the parent unit not the replacement pool. Then you can go to parent unit and fill with replacements no problem.

However, the units that are split with fighter group parents and recon detached units will consistently bring in the skilled fighter pilots into the recon unit rather than replacements for recon training purposes.

Fix possible??

(in reply to PaxMondo)
Post #: 1040
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/5/2011 1:38:14 AM   
michaelm75au


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

quote:

ORIGINAL: medicff

Michael,
I have a question WAD or not noticed before regarding pilot movement. Beta 1108q9b

The Japanese Datai that have detached units. When trying to add replacement pilots (35 quality pool) to detached unit then it will draw from the top of the parent unit not the replacement pool. Then you can go to parent unit and fill with replacements no problem.

However, the units that are split with fighter group parents and recon detached units will consistently bring in the skilled fighter pilots into the recon unit rather than replacements for recon training purposes.

Fix possible??

Detached units will always try to draw from the group pool if any rather than create extra pilots.
The type of pilot I guess is assumed to be what the parent group is. Having detached units of a different type could confuse things. But that is how it has been with detachments from the start IIRC.
I'll have a look and see if it is possible to change 'pilot type' on a GetPilot() without breaking the current code.

_____________________________

Michael

(in reply to medicff)
Post #: 1041
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/5/2011 1:53:24 AM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline
Just a minor insectoid... Beta 1108q9c

When you set Search and ASW arcs on the Airgroup page and then click on "Set All .... at this base" button, the arc limits are passed through to the other groups but the Clockwise/Anti-Clockwise direction is not and defaults to Clockwise (not much use on the US West coast).

Edit:
Also the Group Patrol Levels sub menu page lets you set the search and ASW arc limits but not the direction....


< Message edited by Reg -- 11/5/2011 2:10:50 AM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to michaelm75au)
Post #: 1042
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/5/2011 2:04:22 AM   
ellisonb

 

Posts: 1
Joined: 11/5/2011
Status: offline
Looks like the witpae exe not and not q9d is attached..

I'm pretty new to AE (never played the old one) but really appreciate your continued work to improve it..

(in reply to michaelm75au)
Post #: 1043
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/5/2011 2:11:25 AM   
michaelm75au


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

quote:

ORIGINAL: ellisonb

Looks like the witpae exe not and not q9d is attached..

I'm pretty new to AE (never played the old one) but really appreciate your continued work to improve it..


It is a zip file. Needs to be unzipped in to the beta2 directory or elsewhere if you just want to try out.

_____________________________

Michael

(in reply to ellisonb)
Post #: 1044
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/5/2011 2:13:23 AM   
Rainer

 

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

Looks like the witpae exe ... and not q9d is attached


That's what Michael wants to do.
He gives us (few selected) something to play around with (and provide feedback).
People doing this ("playing around") usually know where to put this exe file. They don't need the set up routine.
In case you wonder: put the exe file into your beta2 folder and you're all set.


_____________________________

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 ellisonb)
Post #: 1045
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/5/2011 2:20:03 AM   
michaelm75au


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

quote:

ORIGINAL: Reg

Just a minor insectoid... Beta 1108q9c

When you set Search and ASW arcs on the Airgroup page and then click on "Set All .... at this base" button, the arc limits are passed through to the other groups but the Clockwise/Anti-Clockwise direction is not and defaults to Clockwise (not much use on the US West coast).

Edit:
Also the Group Patrol Levels sub menu page lets you set the search and ASW arc limits but not the direction....


Fixed. Thanks


_____________________________

Michael

(in reply to Reg)
Post #: 1046
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/5/2011 2:42:19 AM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline

quote:

ORIGINAL: michaelm 11/5/2011 12:20:03 PM

quote:

ORIGINAL: Reg 11/5/2011 11:53:24 AM

Just a minor insectoid... Beta 1108q9c



Fixed. Thanks



27 minutes from report to rectification...

Your support is unsurpassed and greatly appreciated!!! Thanks a million!!!!!



_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to michaelm75au)
Post #: 1047
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/5/2011 4:21:46 AM   
dorjun driver


Posts: 641
Joined: 4/20/2006
From: Port Townsend: hex 210,51
Status: offline

quote:

ORIGINAL: Reg


quote:

ORIGINAL: michaelm 11/5/2011 12:20:03 PM

quote:

ORIGINAL: Reg 11/5/2011 11:53:24 AM

Just a minor insectoid... Beta 1108q9c



Fixed. Thanks



27 minutes from report to rectification...

Your support is unsurpassed and greatly appreciated!!! Thanks a million!!!!!



Gettin' down right spooky. Ain't it?

(in reply to Reg)
Post #: 1048
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/5/2011 5:11:03 AM   
michaelm75au


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

quote:

ORIGINAL: Reg


quote:

ORIGINAL: michaelm 11/5/2011 12:20:03 PM

quote:

ORIGINAL: Reg 11/5/2011 11:53:24 AM

Just a minor insectoid... Beta 1108q9c



Fixed. Thanks



27 minutes from report to rectification...

Your support is unsurpassed and greatly appreciated!!! Thanks a million!!!!!



Well, I did have to have lunch in between.

_____________________________

Michael

(in reply to Reg)
Post #: 1049
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 11/5/2011 9:02:13 AM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline
Releasing several pilots into group reserve is great feature! It saves billions of clicks.


Two small problems, nothing game breaking:

1) When there are some more ships in SUNK SHIPS list, you can use mouse wheel to scroll. But when you click one of the ships, to see its statistics, you can still use mouse wheel, and the original list pop-up over your ship screen. Problem is, it did not show ship names, so you can not choose another ship to look at. You have to exit from it using old buttons on your previous ship screen in the background.

2) During several-day-turns (OK, I have tested it only on 4 day turns), there is no report about planes damaged on ground. Take a look at picture, reports for first 3 days of PH attack did not list any damaged planes (and I do not believe there was none), but on the 4th day suddenly there is lots of them.




Attachment (1)

(in reply to michaelm75au)
Post #: 1050
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