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RE: Patch 07 - Unofficial Public Beta - 1125 09 October 2015

 
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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/10/2015 6:05:32 PM   
Admiral DadMan


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quote:

ORIGINAL: michaelm

Changed CS-capable TF to ‘Human->CS:’ for control; speed remains as original TF
Fix case where same hex patrol not using endurance (randomise expenditure)



THAT'S PERFECT!

I tested it, and it was EXACTLY what I was talking about. I brought it up in Alpha/Beta, but apparently it fell through the cracks, so I thought it wasn't feasible.

If the "Battle Speed" setting were ever possible, it would be cool. IIRC there are a lot of things tied to speed setting (and I think you reiterated that too), so I consider it a "nice to have" feature.

Anyway, muchos gracias.

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/11/2015 3:42:00 PM   
btd64


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michaelm, once again you went above and beyond. Thank you from the bottom of my keel....GP

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/11/2015 3:44:38 PM   
btd64


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Hey Admiral DadMan, what part of New England? PM if you wish. See my Location....GP

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Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to btd64)
Post #: 1323
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/11/2015 8:05:32 PM   
PaxMondo


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d/l link missing from 2nd posting ...

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Pax

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/11/2015 9:29:13 PM   
Admiral DadMan


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Can a "Travel Time" calculator be added to the TF panel?





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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/12/2015 3:38:32 AM   
Admiral DadMan


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Or this:





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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/12/2015 9:40:39 AM   
michaelm75au


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quote:

ORIGINAL: PaxMondo

d/l link missing from 2nd posting ...

I'm not keeping the old d/l anymore

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Michael

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/12/2015 2:27:40 PM   
PaxMondo


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Ah, ok. Thanks.

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Pax

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/12/2015 5:04:10 PM   
Tejszd

 

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Thank you michaelm for your ongoing effort fixing bugs!

< Message edited by Tejszd -- 10/12/2015 6:08:38 PM >

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/13/2015 7:42:28 AM   
Barb


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A tip for an improvement - in a list of pilots (group, or reserve), would it be possible to alter the "Sort by" functionality somehow to include also a "Filter by criteria"?

Example: Bomber replacement pool - I have group of pilots trained in NavS, NavB, another group in NavT, NavB, and still another group in NavS, Gnd. - And I want to pick up (or filter) pilots for a Val Group (for example) with high NavS and NavB.
Sorting by NavS gives me also low NavB high Gnd pilots. Sorting by NavB gives me also high NavT piltos....

I would like to have chance to filter pilots by 2-3 criteria from the list.

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/13/2015 7:52:27 AM   
FeurerKrieg


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quote:

ORIGINAL: Barb

A tip for an improvement - in a list of pilots (group, or reserve), would it be possible to alter the "Sort by" functionality somehow to include also a "Filter by criteria"?

Example: Bomber replacement pool - I have group of pilots trained in NavS, NavB, another group in NavT, NavB, and still another group in NavS, Gnd. - And I want to pick up (or filter) pilots for a Val Group (for example) with high NavS and NavB.
Sorting by NavS gives me also low NavB high Gnd pilots. Sorting by NavB gives me also high NavT piltos....

I would like to have chance to filter pilots by 2-3 criteria from the list.


I'll second this!

On the topic of pilots, if Iclick the 'add 30 pilots' button and those replacements are coming out of the flight schools, it gives me the 'no replacement message 30 times'. If there was a way for it to pop the message just once per button click that would be great.


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Post #: 1331
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/14/2015 8:15:47 AM   
michaelm75au


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quote:

ORIGINAL: Admiral DadMan

Can a "Travel Time" calculator be added to the TF panel?





Do you from on-map to an off-map destination? I think it already shows transit times while off-map.

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Michael

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/14/2015 12:44:40 PM   
Admiral DadMan


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quote:

ORIGINAL: michaelm
Do you from on-map to an off-map destination? I think it already shows transit times while off-map.


I mean between two on-map locations. Sorry, I posted a pic at an off-map base, that probably confused the question.

It would be nice to not have to pull out my calculator to figure out travel time for a TF.

Come to think of it, that would be handy for an LCU as well.

< Message edited by Admiral DadMan -- 10/14/2015 1:45:00 PM >


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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/14/2015 3:00:31 PM   
Lokasenna


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quote:

ORIGINAL: Admiral DadMan

quote:

ORIGINAL: michaelm
Do you from on-map to an off-map destination? I think it already shows transit times while off-map.


I mean between two on-map locations. Sorry, I posted a pic at an off-map base, that probably confused the question.

It would be nice to not have to pull out my calculator to figure out travel time for a TF.

Come to think of it, that would be handy for an LCU as well.


Because of the things that can happen in-transit, it wouldn't be accurate... ships with higher endurance will need to refuel the lower endurance ships, which slows the TF down. Likewise, an LCU doesn't always move at the maximum rate per day.

(in reply to Admiral DadMan)
Post #: 1334
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/14/2015 3:54:47 PM   
Admiral DadMan


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quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Admiral DadMan

quote:

ORIGINAL: michaelm
Do you from on-map to an off-map destination? I think it already shows transit times while off-map.


I mean between two on-map locations. Sorry, I posted a pic at an off-map base, that probably confused the question.

It would be nice to not have to pull out my calculator to figure out travel time for a TF.

Come to think of it, that would be handy for an LCU as well.


Because of the things that can happen in-transit, it wouldn't be accurate... ships with higher endurance will need to refuel the lower endurance ships, which slows the TF down. Likewise, an LCU doesn't always move at the maximum rate per day.


Agreed, but having some idea of the time the projected journey could take would be a help, would it not? At least with a caveat?

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CVB Langley:

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/14/2015 7:14:22 PM   
Admiral DadMan


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My bad. Disregard

< Message edited by Admiral DadMan -- 10/14/2015 8:16:40 PM >


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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/15/2015 9:31:05 PM   
Zebedee


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Just started a new AI game for the first time in a very long time. A game I have never regretted buying, and the time put in by others to continually improve it is hugely appreciated. Thank you.

< Message edited by Zebedee -- 10/15/2015 10:31:25 PM >

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Post #: 1337
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/16/2015 3:19:34 PM   
Admiral DadMan


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Repair panel suggestion:




What I propose is:
-Move the tonnage and damage data in the upper right corner over to the edge of the screen.
-Move "Set All Ships to" button and text over to the right and Change text to "Set all ships' Repair", and add a clickable mode based on what is avail able to the port
-Create "Set all ships' Priority" text field with button above the "Set all ships Repair" and add a clickable Priority mode
-Make the Repair Ship field permanent so that Shipyard remains constant ("X" if mode not available).
-Make Shipyard field permanent ("X" if mode not available)
-Add a symbol (like "%) next to ships that are in refitting from upgrade/conversion.

It certainly would save some clicks if it is feasible to implement.

(EDIT: Added idea and clarified some suggestions)

Attachment (1)

< Message edited by Admiral DadMan -- 10/17/2015 6:35:49 PM >


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CVB Langley:

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Post #: 1338
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/17/2015 1:43:47 AM   
Admiral DadMan


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another thought: when creating a TF, a "nice to have" would be a filter by nation, e.g. so if you wanted only British, or US, or Commonwealth, etc.

E.g. "I want to gather up all US Navy xAK in India and send them back to the US"

< Message edited by Admiral DadMan -- 10/17/2015 4:22:06 PM >


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CVB Langley:

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/19/2015 12:03:23 AM   
Admiral DadMan


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Long term "nice to have": Ship Repairs- The ability to decide whether to focus on Flt damage or Eng damage, rather than alternating like it does.

Personally, I would like to plug the holes before I get the power plant back up. Or plug holes at a fwd base shipyard, then send it back to a larger ship yard for permanent repairs, like what was done with West Virginia after the Pearl Harbor attack.

Is that feasible in some manner?

< Message edited by Admiral DadMan -- 10/23/2015 3:45:09 AM >


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CVB Langley:

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Post #: 1340
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/21/2015 8:41:59 PM   
Admiral DadMan


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On the Base Info screen, can the Repair Shipyard capacity be displayed somewhere?

It would be great to have the ability to build/expand a Repair Shipyard.

< Message edited by Admiral DadMan -- 10/21/2015 9:43:56 PM >


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CVB Langley:

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/22/2015 12:31:40 AM   
jwolf

 

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quote:

ORIGINAL: Admiral DadMan

It would be great to have the ability to build/expand a Repair Shipyard.


The Japanese already can expand shipyards, but as I understand it the Allies do not have this ability. It would be very nice, though.

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Post #: 1342
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/22/2015 12:50:34 AM   
PaxMondo


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quote:

ORIGINAL: jwolf


quote:

ORIGINAL: Admiral DadMan

It would be great to have the ability to build/expand a Repair Shipyard.


The Japanese already can expand shipyards, but as I understand it the Allies do not have this ability. It would be very nice, though.

The IJ can expand any RSY, but it must exist at the base to start even if it is size 0. In my mod, I have added several size 0 RSY's to a number of ports where an RSY could have been constructed.
Particularly in NE Japan if the player chooses to expend the supply to do so.

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Pax

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Post #: 1343
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/22/2015 1:02:49 AM   
Admiral DadMan


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quote:

ORIGINAL: jwolf


quote:

ORIGINAL: Admiral DadMan

It would be great to have the ability to build/expand a Repair Shipyard.


The Japanese already can expand shipyards, but as I understand it the Allies do not have this ability. It would be very nice, though.


Yes, I was referring the Allied side.


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CVB Langley:

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Post #: 1344
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/22/2015 3:41:11 PM   
Admiral DadMan


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Bug Report:

When transferring air group from CV to land base, the game jumps to a different group, not the one that was just transferred.

Example:

Load Scenario 1 as Japanese Computer.
Go to San Diego
Form Air TF with Saratoga
Transfer VF-3 to San Diego
VF-3 transfers to San Diego, but you are now looking at VS-3 on Saratoga.
If you then transfer VS-3 to San Diego, it will transfer and then kick back to VB-3 and so on.

This happens when transferring an air group FROM a CV in a TF TO a BASE regardless of docked/undocked. I have not been able to reproduce it in other modes.


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Scenario 127: "Scraps of Paper"
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CVB Langley:

(in reply to Admiral DadMan)
Post #: 1345
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/23/2015 9:41:18 AM   
michaelm75au


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If I remember correctly, the focus use to stay with the group when it moved. But players wanted the focus to remain with the CV as they wanted to transfer off other groups.

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Michael

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RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/24/2015 12:34:47 AM   
Admiral DadMan


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Could it go back to the Ship screen then?

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Scenario 127: "Scraps of Paper"
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(> <)

CVB Langley:

(in reply to michaelm75au)
Post #: 1347
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/24/2015 3:01:41 AM   
michaelm75au


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Pressing Back on the group screen that appears should return you to the Ship.

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Michael

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Post #: 1348
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/24/2015 3:09:07 AM   
michaelm75au


Posts: 13500
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Tweaked group screen:
1. A few rows in the second column have been moved - upgrade line moved up.
2. Pool and replenish group if present show up with normal max/one buttons.
3. In reserve buttons should work as long the total a/c is below the expected maximum in the group.




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< Message edited by michaelm -- 10/24/2015 4:09:21 AM >


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Michael

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Post #: 1349
RE: Patch 07 - Unofficial Public Beta - 1125 09 October... - 10/24/2015 3:12:23 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
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Tweaked repair screen:





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Michael

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Post #: 1350
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