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RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013

 
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RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 5/5/2013 11:00:30 AM   
littleike

 

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Hi Michaelm

When i order a TF to load/unload something is there a way to know an estimate of the days needed to complete the task?

(If not could it be possible to add this information in the TF screen?)

Many thanks for your support!

(in reply to Kitakami)
Post #: 691
RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 5/6/2013 11:00:39 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
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Not at this time. There are a number of variables that can change from turn to turn. But you can't foresee what those values will be.

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(in reply to littleike)
Post #: 692
RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 5/6/2013 5:41:33 PM   
moore4807


Posts: 1089
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From: Punta Gorda FL
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Littleike,

Using this advice VERY loosely...
Port size 1,2,3 = 1,000 load for ships +/- variables.
Port size 4,5,6 = 2,000 load for ships +/- variables.
Port size 7,8,9 = 4000 load for ships +/- variables.

Assuming you have 5 AK's (3000 capacity) in a TF and load at a size 5 port you can average 400 supplies loaded for each ship per turn. It would take 7 days to fully load the TF of course plus/minus the factors of naval support, disruption at port etc.

There are experts on here that could break it down by ship type and so on, and I would trust thier information MUCH MUCH more than mine, but I have found it a pretty good fast n loose guesstimate.

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(in reply to littleike)
Post #: 693
RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 5/6/2013 8:29:53 PM   
littleike

 

Posts: 159
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quote:

ORIGINAL: moore4807

Littleike,

Using this advice VERY loosely...
Port size 1,2,3 = 1,000 load for ships +/- variables.
Port size 4,5,6 = 2,000 load for ships +/- variables.
Port size 7,8,9 = 4000 load for ships +/- variables.

Assuming you have 5 AK's (3000 capacity) in a TF and load at a size 5 port you can average 400 supplies loaded for each ship per turn. It would take 7 days to fully load the TF of course plus/minus the factors of naval support, disruption at port etc.

There are experts on here that could break it down by ship type and so on, and I would trust thier information MUCH MUCH more than mine, but I have found it a pretty good fast n loose guesstimate.



thanks moore4807

(in reply to moore4807)
Post #: 694
RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 5/13/2013 2:04:24 PM   
Itdepends

 

Posts: 937
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My apologies if this has already answered but I've noticed an increase in downtime for maintenance on higher service rating aircraft (specifically 4E's). I can't see anything in the beta patch notes other than a comment that durability is now accounted for when putting aircraft into maintenance mode which will "spread" the maintenance out a bit more. Was a change made that increased the maintenance/repair time for aircraft such that high durability aircraft take longer to repair now (similar to ship repair).

Cheers,

Daniel

(in reply to littleike)
Post #: 695
RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 5/13/2013 4:40:09 PM   
blueatoll


Posts: 157
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I'm new to the game and am in May 1942 (Allies) in my first game. At this point it's taking about 2 hours to play 1 turn. My son jokes that by 1944 it will take 1 day to play a day.

Can I apply the patch to a game I started with the official version? Can I continue to play my game against the AI or does the patch only work for PBEM? Are the game changes significant enough that I'm going to have to learn a completely new game if I apply the patch? I'm just getting the hang of the official version. I don't want to have to start over as it's taken me almost 3 months of daily play to get to May 1942.

Thanks.


(in reply to Itdepends)
Post #: 696
RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 5/13/2013 5:06:01 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
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You can patch, and the patch is for both AI and PBM play.

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Post #: 697
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/16/2013 8:06:27 PM   
geofflambert


Posts: 14863
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From: St. Louis
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quote:

ORIGINAL: Sardaukar

I think we need to start michaelm worship cult!


I will be happy to sacrifice the first Chicken(boy) at the altar.

Thanks Michael. Archangel.

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(in reply to Sardaukar)
Post #: 698
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/24/2013 3:52:31 PM   
hades1001

 

Posts: 977
Joined: 12/17/2007
Status: offline
quick question:

I remember in one of early patches Michael said that the early infantry and engineer squads will be upgrade to later version squads later. I remember he said 6 months after the newer version is in production or something.

Is this still true? If it is true, after how long will the automatic upgrade happen? Thanks.

(in reply to geofflambert)
Post #: 699
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/24/2013 4:23:59 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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After 6 months, an obsolete/expired pooled device (squad or engineer type) will slowly convert to the upgraded version; if japan, obsolete devices go back as the raw materials

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Post #: 700
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/24/2013 5:32:10 PM   
hades1001

 

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Thank you Michael for the response.

Does it matter if the game started before this particular patch?

I still see bunch British Combat Engineer squads which has expired for 12 months in my game.

(in reply to michaelm75au)
Post #: 701
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/24/2013 6:26:22 PM   
koniu


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From: Konin, Poland, European Union
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quote:

ORIGINAL: hades1001

Thank you Michael for the response.

Does it matter if the game started before this particular patch?

I still see bunch British Combat Engineer squads which has expired for 12 months in my game.


No it does no matter when game start but in game settings "Auto convert obsolete devices" need to be ON

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(in reply to hades1001)
Post #: 702
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/24/2013 6:35:35 PM   
hades1001

 

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Thanks Koniu,

I see that option is on and my game version is 1.7.11.23h

So now I can only wait for them to convert slowly, right?

(in reply to koniu)
Post #: 703
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/24/2013 6:42:47 PM   
koniu


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From: Konin, Poland, European Union
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quote:

ORIGINAL: hades1001

Thanks Koniu,

I see that option is on and my game version is 1.7.11.23h

So now I can only wait for them to convert slowly, right?

Yes. If You are playing allies after six months squads will slowly convert to last available version(only squads. Devices, guns, vehicles not covert).
If You are playing Japan old devices(tanks, guns, radars) will slowly convert back to armament or vehicle points.

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"Only the Dead Have Seen the End of War"

(in reply to hades1001)
Post #: 704
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/24/2013 6:50:48 PM   
hades1001

 

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One last question, how slowly we are talking about here? I still see a bunch British combat engineer squad(41 version), they have been expired for more than a year by now. British Combat Engineer 43 already in production for some time but the old ones are still there.


quote:

ORIGINAL: koniu

quote:

ORIGINAL: hades1001

Thanks Koniu,

I see that option is on and my game version is 1.7.11.23h

So now I can only wait for them to convert slowly, right?

Yes. If You are playing allies after six months squads will slowly convert to last available version(only squads. Devices, guns, vehicles not covert).
If You are playing Japan old devices(tanks, guns, radars) will slowly convert back to armament or vehicle points.


(in reply to koniu)
Post #: 705
RE: Patch 07 - Unofficial Public Beta - 1123k updated 1... - 5/26/2013 9:36:40 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
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Don't know if this is possible but could a filter be added to the Naval Air list to list just those air units that are on ships and currently in a TF. Ideally the filter should be All/Port/TF but just ships at sea will do. Thanks even if it can't be done.

< Message edited by Chris H -- 5/26/2013 5:25:43 PM >

(in reply to michaelm75au)
Post #: 706
RE: Patch 07 - Unofficial Public Beta - 1123k updated 1... - 5/26/2013 12:19:44 PM   
Itdepends

 

Posts: 937
Joined: 12/12/2005
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Edited- deleted- misunderstood query of previous poster

< Message edited by Itdepends -- 5/26/2013 12:26:13 PM >

(in reply to Chris21wen)
Post #: 707
Kate payload for bombs - 5/28/2013 6:02:23 AM   
1EyedJacks


Posts: 2244
Joined: 3/12/2006
From: The Eastern Sierras
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Hi Michaelm,

It looks like Kates can use the 800kg bomb in place of a torpedo while flying port attacks (there might be some checks/rolls that need to be made also?).

I am wondering if the 800kg bomb can be used during Naval Attack missions? I've used Kates attacking warships (BBs and CVs) and in the three missions flown recently they've only used 250kg bombs while flying the Naval attack mission. Maybe there is a roll they are failing?

I guess my thought is that if the Japanese CVs have 800kg bombs stored away for Port Attacks, it would seem to me that they'd arm Kates with those same 800kg munitions if they are going after Big Boys & Carriers.

Can you share the rules involved in access to the 800kg bombs for Kates and perhaps some thoughts on any in-game restrictions in current access to that bomb?


Thanks much,

Mike

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TTFN,

Mike

(in reply to Itdepends)
Post #: 708
RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 5/31/2013 3:06:25 AM   
bigred


Posts: 3599
Joined: 12/27/2007
Status: offline

quote:

ORIGINAL: blueatoll



Can I apply the patch to a game I started with the official version? Can I continue to play my game against the AI or does the patch only work for PBEM? Are the game changes significant enough that I'm going to have to learn a completely new game if I apply the patch? I'm just getting the hang of the official version. I don't want to have to start over as it's taken me almost 3 months of daily play to get to May 1942.

Thanks.



No need to restart..usually beta update has no problem. Wait about 3 days before u upgrade so the old timers can vet any issues which will appear quickly on this thread...


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(in reply to blueatoll)
Post #: 709
RE: Kate payload for bombs - 5/31/2013 8:30:55 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
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quote:

ORIGINAL: 1EyedJacks

Hi Michaelm,

It looks like Kates can use the 800kg bomb in place of a torpedo while flying port attacks (there might be some checks/rolls that need to be made also?).

I am wondering if the 800kg bomb can be used during Naval Attack missions? I've used Kates attacking warships (BBs and CVs) and in the three missions flown recently they've only used 250kg bombs while flying the Naval attack mission. Maybe there is a roll they are failing?

I guess my thought is that if the Japanese CVs have 800kg bombs stored away for Port Attacks, it would seem to me that they'd arm Kates with those same 800kg munitions if they are going after Big Boys & Carriers.

Can you share the rules involved in access to the 800kg bombs for Kates and perhaps some thoughts on any in-game restrictions in current access to that bomb?



Thanks much,

Mike



I believe they are only used in the initial attacks.

(in reply to 1EyedJacks)
Post #: 710
Minor-Major Engine Damage - 6/8/2013 3:41:02 PM   
V I Lenin

 

Posts: 31
Joined: 12/30/2012
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Hello Michael. One minor but quite annoying thing about how ship repairs are handled is that ships with a single point of major engine or flotation damage must manually be put into a shipyard. This tends to result in dozens of ships with 1pt of damage that they have acquired while at sea piling up in ports and spamming up the operations log. Could it be made possible that if a ship, at the end of a turn, is in a port with a shipyard that has enough room to take it, and has only 1pt of major engine or major float damage, without having any other damage, can have a chance to repair the 1pt without user intervention? It would cut down on tedious clicking for the sake of clicking quite a lot, I think.

(I suppose it's possible that this already happens and I simply haven't paid attention to individual ships enough to notice, but then if that's the case I wouldn't know...)

(in reply to Chris21wen)
Post #: 711
RE: Minor-Major Engine Damage - 6/9/2013 1:07:15 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Updated for 1123m

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Michael

(in reply to V I Lenin)
Post #: 712
RE: Minor-Major Engine Damage - 6/9/2013 5:19:00 PM   
witpqs


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

ORIGINAL: michaelm

Updated for 1123m

On the download screen the file is named 'k' rather than 'm', but appears to be the right one as it was only downloaded 2 times before me.

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Post #: 713
RE: Minor-Major Engine Damage - 6/9/2013 7:16:25 PM   
Bullwinkle58


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quote:

ORIGINAL: V I Lenin

Hello Michael. One minor but quite annoying thing about how ship repairs are handled is that ships with a single point of major engine or flotation damage must manually be put into a shipyard. This tends to result in dozens of ships with 1pt of damage that they have acquired while at sea piling up in ports and spamming up the operations log. Could it be made possible that if a ship, at the end of a turn, is in a port with a shipyard that has enough room to take it, and has only 1pt of major engine or major float damage, without having any other damage, can have a chance to repair the 1pt without user intervention? It would cut down on tedious clicking for the sake of clicking quite a lot, I think.

(I suppose it's possible that this already happens and I simply haven't paid attention to individual ships enough to notice, but then if that's the case I wouldn't know...)


In a sufficiently large port ships with one point of engine damage should not need to be put in the shipyard. Ports size 7 or larger can repair up to 5 points of engine or major floatation damage while in Pierside.

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The Moose

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Post #: 714
RE: Minor-Major Engine Damage - 6/9/2013 9:25:58 PM   
Rainer

 

Posts: 1210
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From: Neuching, Bavaria, Germany
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quote:

In a sufficiently large port ships with one point of engine damage should not need to be put in the shipyard. Ports size 7 or larger can repair up to 5 points of engine or major floatation damage while in Pierside.


Right. That's why I wouldn't like ships move into yard automatically. They could potentially block the yard for ships in urgent need of repair. With only one point of major damage that blocking wouldn't be that long though.

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WitP/AE
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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

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(in reply to Bullwinkle58)
Post #: 715
RE: Minor-Major Engine Damage - 6/10/2013 1:42:14 AM   
michaelm75au


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

ORIGINAL: witpqs

quote:

ORIGINAL: michaelm

Updated for 1123m

On the download screen the file is named 'k' rather than 'm', but appears to be the right one as it was only downloaded 2 times before me.

The first post hold the current beta (m), while second post holds the previous beta (k).

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Michael

(in reply to witpqs)
Post #: 716
RE: Minor-Major Engine Damage - 6/10/2013 4:06:23 AM   
witpqs


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

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: witpqs

quote:

ORIGINAL: michaelm

Updated for 1123m

On the download screen the file is named 'k' rather than 'm', but appears to be the right one as it was only downloaded 2 times before me.

The first post hold the current beta (m), while second post holds the previous beta (k).

I knew that, but yes, indeed I had unwittingly grabbed it from the wrong post. Thanks!

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Post #: 717
RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 6/11/2013 2:42:57 AM   
khyberbill


Posts: 1941
Joined: 9/11/2007
From: new milford, ct
Status: offline
quote:

Tried that - same "Unable to find PW data"


I am having the same problem.

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Post #: 718
RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 6/11/2013 10:26:29 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
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On the shortcut, the 'Start in' directory should be the one containing the main game files (i.e. where these files (amongst others) are found
pwfind.txt
sopachex.dat
witprec.exe
)

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Michael

(in reply to khyberbill)
Post #: 719
RE: Patch 07 - Unofficial Public Beta - 1123j updated 2... - 6/11/2013 11:23:33 AM   
khyberbill


Posts: 1941
Joined: 9/11/2007
From: new milford, ct
Status: offline
I had the Start In pointing to the wrong directory. Now the game loads but there are no scenarios. The Scen file is there as a sub-directory in the Save file.

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(in reply to michaelm75au)
Post #: 720
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