Started new DaBabesLite game yesterday vs AI and using it in my ongoing DBB-A game with no problems in either.
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"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-
That is good news as I am preparing for DaBabes A game. My properties reed Beta 1117 with no letters following ( took from post #1) this should have it all to date?
But yes, I'm one of those players that's never satisfied.
Any chance you could add a bombload for ASW to the list below. Being able to drop depth charges would be nice.
Clarification to weapon filters for aircraft: PM_NAVAL_ATTACK 2 // used for naval attacks PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement) PM_LAND_ATTACK 8 // used for land (ground) attack PM_PORT_ATTACK 16 // used for port attack PM_AF_ATTACK 32 // used for AF attack
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One of the devs asked same question. At the moment that is too complicated, as ASW happens outside of the normal mission load. But I will keep it in mind.
Had another look at this and it is possible. Note that for ASW and Naval Search, the extended load is used regardless.
< Message edited by michaelm -- 9/29/2012 3:16:37 AM >
First, many thanks for the ongoing support, michaelm!
I think there is a bug in the last update. If i you use "set all" for a new target, the first unit is randomized, but all others set to the new target without any loss of prep. points.
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quote:
ORIGINAL: Banzan
First, many thanks for the ongoing support, michaelm!
I think there is a bug in the last update. If i you use "set all" for a new target, the first unit is randomized, but all others set to the new target without any loss of prep. points.
Are you using the version dated 29 September? That is the one that had that fixed.
Never mind. I have found an error there.
< Message edited by michaelm -- 9/30/2012 8:38:01 AM >
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Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: Banzan
First, many thanks for the ongoing support, michaelm!
I think there is a bug in the last update. If i you use "set all" for a new target, the first unit is randomized, but all others set to the new target without any loss of prep. points.
Thanks Fixed 30/09/12: 1117g - Corrected error from 'f' in regard to Set All.
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PLEASE IGNORE>
Ok got the version I needed.
We seem to now be on the g version of the new patch but my opponent has upgraded only to the f version. Can anyone let me have the f version or is it ok if I use the g version?
Roger
< Message edited by Roger Neilson 3 -- 9/30/2012 8:12:50 PM >
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An unplanned dynasty: Roger Neilson, Roger Neilson 11, Roger Neilson 3 previous posts 898+1515 + 1126 = 3539.....Finally completed my game which started the day WITP:AE was released
The pic is from the Ground Reinforcements screen but the same issue exists on the Group Reinforcements screen. Basically, the label is there but the button is missing to turn off replacements.
I was going to ask about ASW also but was beaten to it.
How do you specify what weapons are used? Are they tied to the aircrafts attacking attitude? Examples, for naval attack if you wanted to use rockets do you have to specify a low altitude attack like below 6,000ft or is it 100 ft like strafing? Port attacks if I wanted to use mines do you specify a low altitude attack? Parafrags, incendiaries and or rockets for airfields.
The SB2C Helldiver. Can it be made torpedo capable in the editor?
I was going to ask about ASW also but was beaten to it.
How do you specify what weapons are used? Are they tied to the aircrafts attacking attitude? Examples, for naval attack if you wanted to use rockets do you have to specify a low altitude attack like below 6,000ft or is it 100 ft like strafing? Port attacks if I wanted to use mines do you specify a low altitude attack? Parafrags, incendiaries and or rockets for airfields.
The SB2C Helldiver. Can it be made torpedo capable in the editor?
AFAIK, ASW attacks (as well as attacks during Naval Search) use ordnance set for Extended range (which makes sense, you don't carry full arsenal when patrolling).
IIRC, one of the British planes is both Dive & Torpedo Bomber..might been Barracuda. So if you check it in editor and edit Helldiver similarly, you could make Helldiver torpedo-capable.
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"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: witpqs
In 1117e.
The pic is from the Ground Reinforcements screen but the same issue exists on the Group Reinforcements screen. Basically, the label is there but the button is missing to turn off replacements.
The button will only show IF the game was started with the option Replacement/upgrade ON. This option allows player to correct situation where game started with option ON by mistake. 13. Added option on group and LCU reinforcement screen to turn off replacements
Thanks Sardaukar. I was just thinking of a way to use depth charges on ASW instead of 500 lb bombs. As far as the Helldiver goes I think there might some conciderable debate about the ability of this aircraft to carry a torp because AFIAK it was never done operationally.
Any thoughts about the other alternate weapons perameters/useage I outlined above?
The pic is from the Ground Reinforcements screen but the same issue exists on the Group Reinforcements screen. Basically, the label is there but the button is missing to turn off replacements.
The button will only show IF the game was started with the option Replacement/upgrade ON. This option allows player to correct situation where game started with option ON by mistake. 13. Added option on group and LCU reinforcement screen to turn off replacements
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Joined: 5/5/2001 From: Melbourne, Australia Status: offline
Will update the official 'WhatsNew/readme' to bit a bit more clear. 13. Added option on group and LCU reinforcement screen to turn off replacements if game originally started with global replacements ON
Will update the official 'WhatsNew/readme' to bit a bit more clear. 13. Added option on group and LCU reinforcement screen to turn off replacements if game originally started with global replacements ON
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
1117h Treating planes under maintenance as Reserves when calculating planes on ship if group is at maximum size This will only help where group size is at or higher than max size. It is always useful to let a CV group settle down in size after taking replacement/upgrade/re-size. Any excessive planes on board should be placed in reserve or off-loaded.
1117h Treating planes under maintenance as Reserves when calculating planes on ship if group is at maximum size This will only help where group size is at or higher than max size. It is always useful to let a CV group settle down in size after taking replacement/upgrade/re-size. Any excessive planes on board should be placed in reserve or off-loaded.
Reserve a/c problem Moved from general
Still cannot load reserves onto a CV after pach h. I moved a different CV to Truk that had reserves loaded in Japan I can unload them but not reload. My CVs in Balikpapan have the same problem none have reloaded in the last 7 days.
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I no longer see the supply draw caps in the base screen. I have put supply caps across the map in my personal mod and they show up under the official 108r9, but not in 1118.