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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

 
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/1/2013 8:34:42 AM   
BigDuke66


Posts: 2013
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From: Terra
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I don't know what to make of it so a simply post it here:
"7th Indian Division takes replacements from Bhaunagar"

The strange thing is that the div. is at Diamond Harbour on the other side of India.
Also I have never seen a message that an LCU takes replacements from a different location, don't the convert the overflow supply at their current locations, I mean it doesn't work like with air groups where new subunits are formed.
Even if that is OK Calcutta is right besides Diamond Harbour and as 37k supplies with 10k needed, so more than enough to use the overflow.

So ist that message OK or could it be a bug?

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Post #: 571
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/1/2013 9:11:48 AM   
michaelm75au


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Attach the save and I'll have a look.
If it trace a supply path from the unit to the base, it can use it to supply the replacements. It is based on the supply stored at the base at the time of tracing the path.


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Michael

(in reply to BigDuke66)
Post #: 572
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/1/2013 7:59:11 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Autosave, rename zip to pws.

Attachment (1)

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Post #: 573
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/2/2013 2:33:56 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
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WAD. The bases are checked in numerical order to see what units can be supplied. That base is in supply range of unit.
It does look strange when base next door has the supply.

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Michael

(in reply to BigDuke66)
Post #: 574
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/2/2013 6:55:22 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Oh OK, thanks for checking that.

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Post #: 575
RE: Patch 07 - Unofficial Public Beta - 1123e updated 1... - 3/2/2013 8:45:57 AM   
Chris21wen

 

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quote:

ORIGINAL: Chris H

Air unit would not upgrade.

Mandalay had no damage, 20,000+ supply, level 8 a/f, not cut off, enough a/c and air Hq in same base. It is the turn after and it has now upgraded automatically and I still don't know why it would do it manually.

The only difference that I can see between the upgrade requirements and the turn prior to the problem occurring is the base only had 14K supply. I boosted the supply required by 25,000 which has, as you can see in the pic, increased supply 20.4K. Now this should be enough but wasn't. I left the unit set to upgrade and with the supply boost increasing supply to over 22K the unit did upgrade to 42 Tony the next turn.

I'm surmising here but it's the only thing that fits. There are two supply phases per turn. If some kind base supply check is made after the first one and supply is not over 20K then a flag is set. Now if this check is not repeated after the second supply phase then the upgrade button will be greyed out. This is a guess.







The above is taken from a thread I started in the general forum, it was put there because I thout I was missing something. After various suggestion in appears there should be no reason for the unit (any unit in the base as I tried others) not to upgrade. Unfortunately I do not have a save as I've subsequently overwriten it but theses are my thoughts as to why it happened.

(in reply to michaelm75au)
Post #: 576
RE: Patch 07 - Unofficial Public Beta - 1123e updated 1... - 3/2/2013 9:34:03 AM   
michaelm75au


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The 20K supply minimum check happens at the time of the upgrade.
Required supply would be 20K plus the cost to upgrade (42 planes x 12 for fighter) = 20504. [cost varies between 12 and 30 dependent on type of aircraft]

I tender to assume extra 20 per group size.

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Michael

(in reply to Chris21wen)
Post #: 577
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/2/2013 11:10:29 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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quote:

ORIGINAL: LargeSlowTarget

Another request if possible: Would be nice if the "Load TF screen" could allow the changing of LCU ops modes. More often than not I find myself in the load screen of a transport TF and am greeted with the status "Not in strategic mode" because I forgot to prepare the LCUs for the intended move. So I have to exit, go into the LCU screen to change the op mode and than back into the TF load screen. Clicking on "Not in strategic mode" should change the LCU to this op mode. Similar if the TF is an Amphib TF and the LCU I want to load is not in combat mode - a click on "Not in combat mode" and there you go. Would same some clicks.


I had tried to change that in an earlier release without success - still have the code in program but disabled.
I may look at this again.

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Michael

(in reply to LargeSlowTarget)
Post #: 578
RE: Patch 07 - Unofficial Public Beta - 1123e updated 1... - 3/2/2013 9:06:37 PM   
Chris21wen

 

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quote:

ORIGINAL: michaelm

The 20K supply minimum check happens at the time of the upgrade.
Required supply would be 20K plus the cost to upgrade (42 planes x 12 for fighter) = 20504. [cost varies between 12 and 30 dependent on type of aircraft]

I tender to assume extra 20 per group size.



Problem solved, Never even gave the answer a thought. Thank you.

(in reply to michaelm75au)
Post #: 579
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/3/2013 2:17:17 PM   
Christopher John


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Joined: 2/17/2013
From: UK
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Wide Screen Resolution

How do I get Beta WitP AE to resize to my monitor?

It works fine with the normal edition


(in reply to PaxMondo)
Post #: 580
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/3/2013 3:05:24 PM   
Quixote


Posts: 773
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From: Maryland
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The beta starts in windowed mode. To change this, right-click on the shortcut you have on your desktop for the beta, drop down to the properties tab (all the way at the bottom) and remove the "-w" from the end of your executable line. The "-w" will be where the red box is in the picture below, then hit Apply or Save.




Attachment (1)

(in reply to Christopher John)
Post #: 581
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/3/2013 3:42:11 PM   
Christopher John


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From: UK
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Excellent ...works a treat now

(in reply to Quixote)
Post #: 582
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/7/2013 2:53:32 AM   
n01487477


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I'm using the 1.7.11.21b beta and have a small annoying TF fuel issue that I wonder if anyone else is seeing ??

Occasionally, a TF docked at port will not refuel by clicking the "replenish TF at port" button. I then disband it and then remake the TF and I can then click said button and it will transfer fuel into the ships bunkers. Maybe, this is a bug or just I'm circumventing what is meant to be, but I really don't believe it has anything to do with Op's points.

Yes, I will load a save when I see it occur next time around ...

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Post #: 583
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/7/2013 4:16:45 AM   
witpqs


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From: Argleton
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There used to be such a bug, but every time that I have seen this happen recently it is because I have the TF set to 'Do Not Refuel'. Double check that.

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Post #: 584
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/7/2013 1:07:31 PM   
Itdepends

 

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Michael would it be possible to change the interface for city attack so that you can set a target even if out of the current range of the aircraft? e.g. if you want to conduct a strike against the oil facilities at a base with carriers you need to move your carriers within range before you can set the base and oil facilities as a target- this puts the carrier TF at increased risk because you need to be within range for 2 consecutive days- the first day to set the target and the second day to conduct the strike- or am I missing something?

And yes FatR if you read this- it does relate to our PBEM- so those sightings of IJN TF's in the hex east of Palemburg actually mean something..............

(in reply to witpqs)
Post #: 585
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/9/2013 3:54:22 AM   
michaelm75au


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From: Melbourne, Australia
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Carrier planes can strike at bases outside of their range - the attack happens when the groups are in attack range of target during the air phase. So adding the same functionality to city attacks is not unreasonable.
However, we don't want to show every base on the map in the list.
The list will be limited at any city that is in extended range (as current) plus the TFs normal movement range for how many days make up a turn. The base of land groups don't move so there is no change there.
Note to use this though, it involves some planning as the attack is only launched IF the group is in range of the target in the Air Phase. I tried to get an attack under way but the TF kept retiring before the launch..
Either way it will behave like normal strike missions.

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Michael

(in reply to Itdepends)
Post #: 586
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/9/2013 7:54:56 AM   
Itdepends

 

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Should be pretty easy to get the attack in- if you set the carrier TF to do not retire that'll do it. The TF needs to be in strike range during the day phase anyway for the strike to take place so you don't want to retire until the night phase. If you're playing 1 day turns you can change the TF to retire during your next orders phase.

Thanks for making the change- you may want to consider extending the radius of targets to include the TF's full speed radius to allow a rapid ingress/egress raid.

Cheers,

Daniel

(in reply to michaelm75au)
Post #: 587
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 3/20/2013 3:19:59 AM   
Rison

 

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Are we getting close to an official patch?

(in reply to Itdepends)
Post #: 588
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/20/2013 5:20:18 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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Have updated beta (1123f).
I have been busy at work so haven't had much time to look at things. There are a few things I still need to look at but will need to wait for some free time. Rather than delay build, I have cut a version as it stands now.

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Michael

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Post #: 589
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/21/2013 11:04:30 AM   
LargeSlowTarget


Posts: 4443
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From: Hessen, Germany - now living in France
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Posted two days ago and no "thank you" yet?

Guess folks are getting used to your beta updates .

So here it is: - and one extra for "Ability to change combat/strat mode in Load TF screen"

< Message edited by LargeSlowTarget -- 3/21/2013 11:05:59 AM >


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Post #: 590
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/21/2013 11:16:46 AM   
pws1225

 

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From: Tate's Hell, Florida
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quote:

ORIGINAL: LargeSlowTarget

So here it is: - and one extra for "Ability to change combat/strat mode in Load TF screen"


+1. Many thanks Michael.

(in reply to LargeSlowTarget)
Post #: 591
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/21/2013 12:12:32 PM   
Cpt Sherwood

 

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Another +1. Many thanks michaelm.

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Post #: 592
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/21/2013 12:36:27 PM   
btd64


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Michael, once again, Thankyou very much.
Cheers and

(in reply to Cpt Sherwood)
Post #: 593
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/22/2013 2:02:34 AM   
Rison

 

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Joined: 9/12/2012
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quote:

ORIGINAL: michaelm

Have updated beta (1123f).
I have been busy at work so haven't had much time to look at things. There are a few things I still need to look at but will need to wait for some free time. Rather than delay build, I have cut a version as it stands now.


Thanks for all the work Michael. These 'extra' features are greatly appreciated. Cant imagine AE without them at this point.

(in reply to michaelm75au)
Post #: 594
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/22/2013 12:43:19 PM   
m10bob


Posts: 8622
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From: Dismal Seepage Indiana
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Always nice to see your ongoing improvements Michael..Thank you........

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Post #: 595
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/25/2013 2:02:22 PM   
sspahr

 

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I'm having a problem with City Attack missions in 1123f. As the allies, if I select mine port I can't go back to the city attack missions in the unit screen. City attack and commander's choice are grayed out. If I revert to 1123e it seems to work fine. Save attached.

Attachment (1)

(in reply to m10bob)
Post #: 596
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/26/2013 8:21:35 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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quote:

ORIGINAL: sspahr

I'm having a problem with City Attack missions in 1123f. As the allies, if I select mine port I can't go back to the city attack missions in the unit screen. City attack and commander's choice are grayed out. If I revert to 1123e it seems to work fine. Save attached.

Fixed in 1123g (in first post). Left out a line out of code when I combined looking for ports and cities in one sweep.

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Michael

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Post #: 597
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/26/2013 11:44:23 PM   
Kitakami


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Many, MANY thanks for your work, Michael!

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Tenno Heika Banzai!

(in reply to michaelm75au)
Post #: 598
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/28/2013 11:30:01 PM   
cohimbra


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From: Italy
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Hi all, thanks for the continue update.
I started a new campaign (Scen 1, beta 1.7.11.23g) as japanese; when I change 'set
future objective' the preparation value of new objective don't set to 0.
Do what you want with this information. Regards.



< Message edited by cohimbra -- 3/28/2013 11:39:19 PM >

(in reply to Kitakami)
Post #: 599
RE: Patch 07 - Unofficial Public Beta - 1123 updated 20... - 3/28/2013 11:33:13 PM   
witpqs


Posts: 26087
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From: Argleton
Status: offline

quote:

ORIGINAL: cohimbra

Hi all, thanks for the continue update.
I started a new campaign (Scen 1, beta 1.7.11.23g) as japanese; when I change 'set
future objective' the preparation value of new objective don't set to 0.
Do what you want with this information. Regards.



This is not an error. Experienced units have a chance at staring with a portion of their preparation credited to the new target.

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(in reply to cohimbra)
Post #: 600
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