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RE: Patch 07 - Unofficial Public Beta - 1123r update

 
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RE: Patch 07 - Unofficial Public Beta - 1123r update - 10/4/2013 8:46:17 PM   
viberpol


Posts: 838
Joined: 10/20/2005
From: Gizycko, Poland, EU
Status: offline
quote:

ORIGINAL: michaelm
If a group needs a pilot, it will grab one of '1'-delayed pilots if no other available in the group.
Whats the main reason for wanting them to appear in the group all the time?


It all depends what you mean saying "if needs a pilot"...
What's the level of fatigue (of a single pilot) that makes the engine to "want" another, fresh pilot with delay "1" zero the delay and take part in the fight?

Really don't know how the mechanics should work or works as it is now...
but speaking purely from the Japanese 44-45 POV I find those inactive pilots rarely take part in the fights.

If a given squadron on CAP has, let's say, 40 planes and 45 pilots active plus 10 inactive,
from my experience, when encountering enemy raids those 45 pilots are used to fill the available planes and those inactive of delay "1" has no real impact.
With next raid(s) there's less and less available planes & the number of pilots instantly available (active) is decreasing slower. Again, the active pilots are taking part in the fights and those inactive still are inactive.
Pilots used so often increase their fatigue. The same is true if there's no action.
Bigger number of available pilots lowers the overall fatigue before the fight occur.

quote:

ORIGINAL: michaelm
If I make them all active, at the end of the next turn, it will spend time putting them back to '1' if the group has too many pilots.


It's not that we want these pilots were automatically active at the end of a turn. No, they should not be all pulled down to "0" automatically.

quote:

ORIGINAL: rook749
I would agree by default, if I set a pilot to inactive he should stay inactive with the delay of 1 day until I change the state. However, I love the idea of a button to set all inactive pilots to active, this would help speed the game along.


It's more like the Rook749 said...
In 44 - 45 when my squadron is engaged in combat, it usually losses many pilots.
I find myself engaged in clicking hundreds of pilots from reserve or other squadrons to fill the ranks. And then, when the delay "1" is the limit, I need to do it again and activate them all. It takes tooo looong to go through all those squadrons.

Again, having 45 active + 10 inactive pilots on CAP is quite a difference when compared to having 60 pilots active in a 49-planes daitai. Their fatigue is different plus they all gain some experience from missions flown.

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(in reply to michaelm75au)
Post #: 841
RE: Patch 07 - Unofficial Public Beta - 1123r update - 10/26/2013 10:24:00 AM   
inqistor


Posts: 1813
Joined: 5/12/2010
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quote:

ORIGINAL: viberpol

quote:

ORIGINAL: rook749
I would agree by default, if I set a pilot to inactive he should stay inactive with the delay of 1 day until I change the state. However, I love the idea of a button to set all inactive pilots to active, this would help speed the game along.


It's more like the Rook749 said...
In 44 - 45 when my squadron is engaged in combat, it usually losses many pilots.
I find myself engaged in clicking hundreds of pilots from reserve or other squadrons to fill the ranks. And then, when the delay "1" is the limit, I need to do it again and activate them all. It takes tooo looong to go through all those squadrons.

When you click "Get New Pilot" (HA! I bet you never use it, except for training squadrons!) you first get pilots from group reserve into active status, and only if group reserve is empty - you will begin to draw new pilots from pool.

Actually I think it is bug, because when you press "Get 10 pilots", and you have, lets say 3 pilots in group reserve - you will got those 3 pilots from reserve PLUS 7 new, and you will be still short 3 pilots (so the button will change), but it does exactly what you need - puts inactive pilots into active status.

(in reply to viberpol)
Post #: 842
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/27/2013 5:23:09 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Updated
Fix port refuelling when lowest endurance ship in TF doesn't need fuel
Fix ships in port with full fuel should have full endurance
Fix AI over diverting TFs to top off fuel (courtesy of Don)
Changed Allow inactive pilots to be selected if group 100% training.

The last change is only affected with training at 100%. Each pilot in the group, including the active ones, will get a chance to train.

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Michael

(in reply to inqistor)
Post #: 843
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/27/2013 7:59:43 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
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Thanks!

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Post #: 844
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/27/2013 8:23:17 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Many thanks!

(in reply to witpqs)
Post #: 845
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/27/2013 9:45:50 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
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.

< Message edited by chemkid -- 4/25/2018 10:56:43 AM >


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Post #: 846
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/28/2013 7:14:26 AM   
koniu


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

ORIGINAL: michaelm

The last change is only affected with training at 100%. Each pilot in the group, including the active ones, will get a chance to train.



It will safe lot of clicking. My index finger say thank you

< Message edited by koniu -- 10/28/2013 7:15:08 AM >


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(in reply to michaelm75au)
Post #: 847
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/28/2013 9:51:54 AM   
Banzan

 

Posts: 288
Joined: 3/13/2010
From: Bremen, Germany
Status: offline

quote:

ORIGINAL: michaelm

Fix AI over diverting TFs to top off fuel



Sorry, but i fail to understand that one. Even with the help of babelfish i can't translate it into something that makes sense.

(in reply to michaelm75au)
Post #: 848
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/28/2013 10:43:44 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
If the AI is plotting a TF course over a long distance, it may keep diverting to 'fueling' ports in order to refresh its endurance if the endurance doesn't cover the whole distance to and from the destination. The endurance may be sufficient to get to the target destination.
The change permits the AI to get to the destination without too much diverting and at destination refuel or THEN start diverting to refueling ports to get enough to go home.

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Michael

(in reply to Banzan)
Post #: 849
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/28/2013 6:25:50 PM   
Banzan

 

Posts: 288
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From: Bremen, Germany
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Ahh ok. Thanks for the explanation.

(in reply to michaelm75au)
Post #: 850
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/29/2013 2:45:39 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
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quote:

ORIGINAL: michaelm

Updated
Fix port refuelling when lowest endurance ship in TF doesn't need fuel
Fix ships in port with full fuel should have full endurance
Fix AI over diverting TFs to top off fuel (courtesy of Don)
Changed Allow inactive pilots to be selected if group 100% training.

The last change is only affected with training at 100%. Each pilot in the group, including the active ones, will get a chance to train.

Michael, You're the GREATEST!!!



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Pax

(in reply to michaelm75au)
Post #: 851
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/29/2013 9:33:16 AM   
Hotschi


Posts: 548
Joined: 1/18/2010
From: Austria
Status: offline
Excellent, your dedication in improving the game is remarkable.

If I were the British queen I'd offer you a knighthood

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- Wavell's reply to Churchill, after the latter complained about faint-heartedness, as he discovered that British casualties in the evacuation from Somaliland had been only 260 men.

(in reply to PaxMondo)
Post #: 852
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/29/2013 2:27:22 PM   
Rainer

 

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

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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 #: 853
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/29/2013 3:48:22 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
Tanks Michael
Cheers
PS though the fuel issue was just something I was missing.

(in reply to Rainer)
Post #: 854
RE: Patch 07 - Unofficial Public Beta - 1123r update - 10/31/2013 1:24:45 PM   
viberpol


Posts: 838
Joined: 10/20/2005
From: Gizycko, Poland, EU
Status: offline

quote:

ORIGINAL: inqistor

quote:

ORIGINAL: viberpol

quote:

ORIGINAL: rook749
I would agree by default, if I set a pilot to inactive he should stay inactive with the delay of 1 day until I change the state. However, I love the idea of a button to set all inactive pilots to active, this would help speed the game along.


It's more like the Rook749 said...
In 44 - 45 when my squadron is engaged in combat, it usually losses many pilots.
I find myself engaged in clicking hundreds of pilots from reserve or other squadrons to fill the ranks. And then, when the delay "1" is the limit, I need to do it again and activate them all. It takes tooo looong to go through all those squadrons.

When you click "Get New Pilot" (HA! I bet you never use it, except for training squadrons!) you first get pilots from group reserve into active status, and only if group reserve is empty - you will begin to draw new pilots from pool.

Actually I think it is bug, because when you press "Get 10 pilots", and you have, lets say 3 pilots in group reserve - you will got those 3 pilots from reserve PLUS 7 new, and you will be still short 3 pilots (so the button will change), but it does exactly what you need - puts inactive pilots into active status.


Ha! You're right Inqistor!
Thanks for pointing it out. I quess it's just my style of play and micromanaging.
Normally I pick all new pilots manually and rarely touch the "get pilot" button
because it brings more randomness into the play
But you're right - first it brings all "delayed 1" pilots back ready to fight.


_____________________________

Przy lackim orle, przy koniu Kiejstuta Archanioł Rusi na proporcach błysł

(in reply to inqistor)
Post #: 855
RE: Patch 07 - Unofficial Public Beta - 1123r update - 11/5/2013 10:28:35 AM   
miv792

 

Posts: 159
Joined: 4/28/2013
Status: offline
What parameters can not be edited in the scen that to work with the beta patch the game.
Sorry for my English.

< Message edited by miv79 -- 11/5/2013 12:32:15 PM >


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Sorry for my english

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Post #: 856
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/9/2013 3:54:08 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Unloading unit attack mode not correct in some shock attacks
If initial unloading fragment didn't have any assault unit, then the rest of the unit might not have set Shock attack on atoll.
If base in hex belonged to enemy, the LCU display would still show some 'base' info (eg supply)
Damaged planes in reserve could interfere with normal plane repairs



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Michael

(in reply to miv792)
Post #: 857
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/9/2013 11:20:15 AM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
quote:

Damaged planes in reserve could interfere with normal plane repairs


Thanks for finding this for me. It wasn't a game stopper, but it was annoying.

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Post #: 858
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/9/2013 3:36:16 PM   
witpqs


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


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Post #: 859
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/9/2013 4:20:46 PM   
rook749


Posts: 1105
Joined: 12/21/2006
Status: offline
Woot!!!

Rook749

(in reply to witpqs)
Post #: 860
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/9/2013 4:31:10 PM   
Kitakami


Posts: 1302
Joined: 5/3/2002
From: The bridge of the DNTK Kitakami
Status: offline
Man, you happen to be one of my favorite people in the world! Thanks a lot!

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Tenno Heika Banzai!

(in reply to rook749)
Post #: 861
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/14/2013 5:48:06 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Thank you for the new update!

(in reply to Kitakami)
Post #: 862
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/15/2013 2:54:43 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
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Thanks Michael!



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Pax

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Post #: 863
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/16/2013 10:04:19 AM   
CT Grognard

 

Posts: 694
Joined: 5/16/2010
From: Cape Town, South Africa
Status: offline
Hi, in trying to install the latest .exe, Norton deletes the file claiming there is a threat called SONAR.Heuristic.112? Am I doing something wrong?

(in reply to PaxMondo)
Post #: 864
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/16/2013 10:45:49 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Just installed it myself, and my Norton didn't reject it.
Try running Liveupdate to ensure you have latest updates.

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Michael

(in reply to CT Grognard)
Post #: 865
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/16/2013 11:56:08 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Thanks for the update!

Sometimes I think to myself that a true Ironman scenario is trying to play the vanilla WITP:AE.

(in reply to michaelm75au)
Post #: 866
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/18/2013 12:26:15 AM   
CT Grognard

 

Posts: 694
Joined: 5/16/2010
From: Cape Town, South Africa
Status: offline
Thanks, mate, I ended up having to temporarily disable my SONAR protection, and that allowed it to install.

(in reply to michaelm75au)
Post #: 867
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/18/2013 11:29:01 AM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Getting an "unable to find PW data error" on starting the newest beta. Also, the installer didn't add a new shortcut to the desktop, and the beta2 .exe file says it was last changed on september 9.

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We are all dreams of the Giant Space Butterfly.

(in reply to CT Grognard)
Post #: 868
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/18/2013 11:50:41 AM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
Hm, tried removing the beta2 folder and running the installer again. It didn't create a new folder.

Wonder if its stuck in my antivirus.

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We are all dreams of the Giant Space Butterfly.

(in reply to Terminus)
Post #: 869
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/21/2013 1:49:18 AM   
blueatoll


Posts: 157
Joined: 3/28/2013
Status: offline
Howdy, not sure if this is expected behavior but I checked my invasion fleet before it hit the coral at Ponape and it appears that RADM Hill is no longer in command, nor is Dan Callahan whose surface TF merged with the Amphib TF to beef up surface ships and suppress batteries. Instead, despite having 2 old BBs, 3 CAs, 4 CLs, and about 18 DDs, the lowly Captain who headed up the ASW TF (2 DDs) that was the last ships to merge into the Amphib group is in charge.

Shouldn't there be some sort of rank protocol where the highest ranking leader assumes command and not the commander of the last TF to merge? This seems very, very odd.

As a result of this, I had to divert to Nauru to reapply Hill in command, making my jarheads sit on APAs for an extra 4 days.

Oh, this TF has over 70 ships in it.

< Message edited by blueatoll -- 11/21/2013 2:51:17 AM >

(in reply to Terminus)
Post #: 870
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