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RE: Patch 07 - Unofficial Public Beta - 1117 updated 23 September 2012

 
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 23... - 9/24/2012 11:15:41 AM   
michaelm75au


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quote:

ORIGINAL: Olorin

When I set a unit to "strategic move", I have to wait until packing is finished and then select the destination. If I select a destination before packing is completed, the unit does not move at all, even after it's packed. Is this only happening to me

Just tried it with beta, and it moved as soon as packing was done.

[edit]
Found reference to the fix in previous patch 1108r9
135. Strategic move set while packing caused move of only one hex.


< Message edited by michaelm -- 9/24/2012 11:56:10 AM >


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Post #: 61
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/24/2012 11:27:13 AM   
michaelm75au


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From: Melbourne, Australia
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quote:


Changed
1. AF of 8+ have AV support doubled for purposes of determining support for air operations
(complements fix 18 above)



The basis behind this is that a larger AF would have better service facilities available, and thus be able to service more a/c with same AV than could be handled at a smaller AF (say 4). Doubling it was just a starting point. Also means that a smaller size AV unit might be able support the large AF, while the bigger AV units could be deployed in the front-line areas as is probably the case now.
A more important consideration was that there are a limited number of units with AV in the original scenarios. Suddenly removing the 250 cap might mean a shortage of AV units to cover all the possible AFs, which would impact existing games too much.
If the original removal of the cap had stayed put (rather than been lost and not noticed till now), then this 'doubling' may not have been required, although I feel some sort of 'incremental' value would be warranted for the larger AFs.

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Michael

(in reply to Puhis)
Post #: 62
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/24/2012 11:48:12 AM   
Puhis


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quote:

ORIGINAL: michaelm


quote:


Changed
1. AF of 8+ have AV support doubled for purposes of determining support for air operations
(complements fix 18 above)



The basis behind this is that a larger AF would have better service facilities available, and thus be able to service more a/c with same AV than could be handled at a smaller AF (say 4). Doubling it was just a starting point. Also means that a smaller size AV unit might be able support the large AF, while the bigger AV units could be deployed in the front-line areas as is probably the case now.
A more important consideration was that there are a limited number of units with AV in the original scenarios. Suddenly removing the 250 cap might mean a shortage of AV units to cover all the possible AFs, which would impact existing games too much.
If the original removal of the cap had stayed put (rather than been lost and not noticed till now), then this 'doubling' may not have been required, although I feel some sort of 'incremental' value would be warranted for the larger AFs.


Thanks. IMO it's not nessasary bad thing that players lack AV support... Supporting planes is already way too easy...

How about my suggestion: 250 AV support can support 250 planes in big airfields, after that 1 AV support can support 2 planes? That wouldn't change much existing games.

(in reply to michaelm75au)
Post #: 63
RE: Patch 07 - Unofficial Public Beta - 1117 updated 23... - 9/24/2012 12:03:00 PM   
mikkey


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Thank you for your continued support Michael!

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Post #: 64
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/24/2012 12:05:53 PM   
michaelm75au


Posts: 13500
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quote:

Added option on group and LCU reinforcement screen to turn off replacements


This option allows you to turn off the replacement option for 'yet to arrive' LCUs and groups. This is mainly for PBEM games which started with upgrade/replacement option turned on by accident when scenario first started.

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Michael

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Post #: 65
BUG TF labeling 1117d - 9/24/2012 1:16:07 PM   
seille

 

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@MichaelM,

I think my opponent found a serious bug with 1117d.
If you label a TF with max characters (25) and leave the TF screen the TF disappears.
Sounds like a nightmare, but i just tried myself. That was not the case with old official patch.

With 24 characters everything is ok, with 25 the TF disappears.

< Message edited by seille -- 9/24/2012 1:17:29 PM >

(in reply to michaelm75au)
Post #: 66
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/24/2012 2:28:15 PM   
witpqs


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quote:

ORIGINAL: michaelm

quote:

Added option on group and LCU reinforcement screen to turn off replacements


This option allows you to turn off the replacement option for 'yet to arrive' LCUs and groups. This is mainly for PBEM games which started with upgrade/replacement option turned on by accident when scenario first started.

Thanks specifically for this one!

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Post #: 67
RE: BUG TF labeling 1117d - 9/24/2012 2:28:44 PM   
michaelm75au


Posts: 13500
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Yes the maximum size of 25 is causing an encryption issue which is wiping out the following details of the TF, including type and player.
I'll do a quick fix to limit the size to 24 for now, and come up with a more permanent solution later.

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Michael

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Post #: 68
RE: BUG TF labeling 1117d - 9/24/2012 2:36:32 PM   
michaelm75au


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24/09/12: 1117e - fix issue with changing tf name to 25 characters wiping out tf

If anyone has experienced this, you will need to reload the original save to restore the lost TFs.

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Michael

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Post #: 69
RE: BUG TF labeling 1117d - 9/24/2012 2:47:35 PM   
seille

 

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I runned a test. It seem that TFs with 25 characters created under official patch are still there is you open the
next turn with 1117d. But if you enter the label field for those TFs and leave it with their 25 chars they disappear.
If you limit them to 24 characters and leave they are ok.

I´ll install the quick fix now.


(in reply to michaelm75au)
Post #: 70
RE: Patch 07 - Unofficial Public Beta - 1117 updated 23... - 9/24/2012 3:04:34 PM   
Rainer

 

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1117d (not tested with 1117e) / EDIT: Does happen with 1117e as well.
When a LCU is switched to plan for another Future Objective the counter is not reset to zero (0) but to a (seemingly) random number.
This could be observed at variuos locations with various LCUs.
Note: The picture shows an LCU before the switch to another objective (the turn before) and immediately after the switch.
Saves before and after available upon request.




Attachment (1)

< Message edited by Rainer -- 9/24/2012 3:19:04 PM >


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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 #: 71
RE: Patch 07 - Unofficial Public Beta - 1117 updated 23... - 9/24/2012 3:34:58 PM   
Dan Nichols


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Item #9 in the changed portion of the readme:

9. Some LCU Prep points may be retained if unit is experienced

(in reply to Rainer)
Post #: 72
RE: Patch 07 - Unofficial Public Beta - 1117 updated 23... - 9/24/2012 11:42:54 PM   
Rainer

 

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Thanks Dan :)

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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 Dan Nichols)
Post #: 73
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/25/2012 12:32:41 AM   
jcjordan

 

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So it's now an MP version from now on so I won't have to tell it to use the mp version like w/ the previous betas?

(in reply to PaxMondo)
Post #: 74
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/25/2012 2:22:43 AM   
PaxMondo


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correct.

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Post #: 75
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/25/2012 4:43:54 PM   
Omat


Posts: 2414
Joined: 8/18/2004
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Hello

Is this normal?

P.S.: I mean position of the button.




Attachment (1)

< Message edited by Omat -- 9/25/2012 8:19:17 PM >


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(in reply to PaxMondo)
Post #: 76
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/25/2012 4:47:33 PM   
Lecivius


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From: Denver
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quote:

ORIGINAL: Omat

Hello

Is this normal?



If you mean is the buttonn normal, it is for tenders. An AV is a tender.

(in reply to Omat)
Post #: 77
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/25/2012 5:17:43 PM   
seille

 

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Maybe the position of the button ?

(in reply to Lecivius)
Post #: 78
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/25/2012 11:33:29 PM   
Omat


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Hello

Small Bug:

1. Load as Japan
2. Go to Yokohama/Yokosuka
3. Transfer the Yokosuka Ku S-1 to the via "Transfer to Ship" to the CVE Taiyo (Important: the Yokosuka Ku S-1 is attached to the 12th Air Flotilla [R][S])
4. Now the unit is on the ship and is attached to "Independent"

I do not think this should be possible.

Omat


quote:

ORIGINAL: seille

Maybe the position of the button ?


Yes the position of the button.

Attachment (1)

< Message edited by Omat -- 9/25/2012 11:35:17 PM >


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Bertrand Russell

(in reply to seille)
Post #: 79
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/26/2012 7:01:50 AM   
Chris21wen

 

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From: Cottesmore, Rutland
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quote:

ORIGINAL: Omat

Hello

Small Bug:

1. Load as Japan
2. Go to Yokohama/Yokosuka
3. Transfer the Yokosuka Ku S-1 to the via "Transfer to Ship" to the CVE Taiyo (Important: the Yokosuka Ku S-1 is attached to the 12th Air Flotilla [R][S])
4. Now the unit is on the ship and is attached to "Independent"

I do not think this should be possible.

Omat


quote:

ORIGINAL: seille

Maybe the position of the button ?


Yes the position of the button.


Happen before the patch. Air units loaded onto a ship they can fly from become independent. Don't know when it was introduced.

(in reply to Omat)
Post #: 80
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/26/2012 5:07:38 PM   
witpqs


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Michael - just in case it's not as you intended - 1117e shows up on the top left window bar as "(1.7.11.17)". In other words, no "e".

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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/26/2012 8:09:38 PM   
DOCUP


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What am I doing wrong guys.   I DL'd the patch.  Then installed, it stated that I installed it correctly.  Now when I open up the game menu it still says r9 instead of the 17e.  What am I missing?

never mind figured it out

< Message edited by DOCUP -- 9/26/2012 8:17:22 PM >

(in reply to witpqs)
Post #: 82
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/26/2012 9:02:55 PM   
LoBaron


Posts: 4776
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From: Vienna, Austria
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Attemted to be funny, ended up stupid. Edited.

disregard.



< Message edited by LoBaron -- 9/26/2012 9:06:15 PM >


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Post #: 83
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/26/2012 9:18:44 PM   
JamesM

 

Posts: 1017
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From: QLD, Australia
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I just started a new game under this patch and are playing the allies v the AI and have noticed something strange with regards to allied task force movement rates. I think that my task forces are either moving faster or teleporting. For example a TF with damaged BB's (slowest 12 knots) took only about 15 days to reach thcanal from Pearl, in previous patches this seemed to take longer.

(in reply to LoBaron)
Post #: 84
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/26/2012 11:19:35 PM   
pompack


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From: University Park, Texas
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quote:

ORIGINAL: DOCUP

What am I doing wrong guys.   I DL'd the patch.  Then installed, it stated that I installed it correctly.  Now when I open up the game menu it still says r9 instead of the 17e.  What am I missing?

never mind figured it out


wrong shortcut maybe?

(in reply to DOCUP)
Post #: 85
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/27/2012 1:47:16 AM   
jcjordan

 

Posts: 1900
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quote:

ORIGINAL: Omat

Hello

Is this normal?

P.S.: I mean position of the button.





I've also noticed a similar thing on the land units display & especially major hq units. In the land units display screen you have the display land units of the same command button a little higher just like the above image but when you're in a major command hq you have that button shown twice & it displays the same thing regardless of which button you use. Minor bug as it's more of a display issue than anything else since it doesn't seem to crash/corrupt anything, so far anyway.

(in reply to Omat)
Post #: 86
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/27/2012 5:24:39 AM   
koniu


Posts: 2763
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From: Konin, Poland, European Union
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quote:

ORIGINAL: DOCUP

What am I doing wrong guys.   I DL'd the patch.  Then installed, it stated that I installed it correctly.  Now when I open up the game menu it still says r9 instead of the 17e.  What am I missing?


You need to use *.exe from beta2 folder. Installer should create new shortcut on desktop.

remember only to copy switches from old exe if you using any

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"Only the Dead Have Seen the End of War"

(in reply to DOCUP)
Post #: 87
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/27/2012 5:57:20 AM   
jmalter

 

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hi michaelm,

thanks for the latest batch of improvements, it was cool to discover your new release on my birthday, great timing!

i like the change that allows an LCU to retain a portion of its planning %age when changing Targets, based on its Experience (item 'Changed #9', pg.6 in whatsnew1117beta.pdf).

but i think there's a prob - i changed a unit's target w/ Set Future Objective, & it kept 25% planning for the new target. then i tagged the Set All button, but the others in the hex all reset to 0, they didn't get any credit for their exp, even though most of them had the same exp as the unit i'd just changed (i'm using 1117d).

< Message edited by jmalter -- 9/27/2012 5:58:08 AM >

(in reply to koniu)
Post #: 88
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/27/2012 6:33:43 AM   
koniu


Posts: 2763
Joined: 2/28/2011
From: Konin, Poland, European Union
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quote:

ORIGINAL: jmalter

hi michaelm,

thanks for the latest batch of improvements, it was cool to discover your new release on my birthday, great timing!

i like the change that allows an LCU to retain a portion of its planning %age when changing Targets, based on its Experience (item 'Changed #9', pg.6 in whatsnew1117beta.pdf).

but i think there's a prob - i changed a unit's target w/ Set Future Objective, & it kept 25% planning for the new target. then i tagged the Set All button, but the others in the hex all reset to 0, they didn't get any credit for their exp, even though most of them had the same exp as the unit i'd just changed (i'm using 1117d).

Probably this is triggered by some kind of dice roll. IF you are unlucky you need start from zero. Are try to change them manually one by one?

PS
This is nice future. My only worries are dose that will not speed up allied offensive in late war. They will be able to change to new targets much faster.

koniu

< Message edited by koniu -- 9/27/2012 6:41:31 AM >


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Post #: 89
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 9/27/2012 11:19:06 AM   
michaelm75au


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

quote:

ORIGINAL: koniu

quote:

ORIGINAL: jmalter

hi michaelm,

thanks for the latest batch of improvements, it was cool to discover your new release on my birthday, great timing!

i like the change that allows an LCU to retain a portion of its planning %age when changing Targets, based on its Experience (item 'Changed #9', pg.6 in whatsnew1117beta.pdf).

but i think there's a prob - i changed a unit's target w/ Set Future Objective, & it kept 25% planning for the new target. then i tagged the Set All button, but the others in the hex all reset to 0, they didn't get any credit for their exp, even though most of them had the same exp as the unit i'd just changed (i'm using 1117d).

Probably this is triggered by some kind of dice roll. IF you are unlucky you need start from zero. Are try to change them manually one by one?

PS
This is nice future. My only worries are dose that will not speed up allied offensive in late war. They will be able to change to new targets much faster.

koniu

It is suppose to be a 50-50 thing on how much is preserved. Looks like I missed something.

_____________________________

Michael

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Post #: 90
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