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RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

 
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RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 12/21/2015 3:29:00 AM   
DanSez


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Merry Christmas michaelm, and thank you for the support -- keeping this great game alive.


(in reply to zuluhour)
Post #: 1411
RE: Patch 07 - Unofficial Public Beta - 1125 18 Decembe... - 12/22/2015 5:45:33 PM   
Herrbear


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Thank you for your continuous updates.

(in reply to michaelm75au)
Post #: 1412
RE: Patch 07 - Unofficial Public Beta - 1125 18 Decembe... - 1/1/2016 2:01:35 PM   
chaussej

 

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Happy new year Michaelm. Have a very good 2016

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Post #: 1413
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/1/2016 2:26:12 PM   
m10bob


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Thank you Michaelm for your fantastic devotion to our desires..

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RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/1/2016 5:32:19 PM   
ny59giants


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Night Air Missions - If I change one group of HB to 'night' I cannot hit the button above (Set all level bombers at this base) attack the Port (or Airfield) with target selected from the very first group. It would be nice if I could set just one air group to night and then be able to set all the others without having to change all to night first.

< Message edited by ny59giants -- 1/1/2016 6:32:47 PM >


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RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/1/2016 7:18:43 PM   
Admiral DadMan


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quote:

ORIGINAL: ny59giants

Night Air Missions - If I change one group of HB to 'night' I cannot hit the button above (Set all level bombers at this base) attack the Port (or Airfield) with target selected from the very first group. It would be nice if I could set just one air group to night and then be able to set all the others without having to change all to night first.


Ditto

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Post #: 1416
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/1/2016 7:41:25 PM   
zuluhour


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...and back again (night to day)

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Post #: 1417
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/2/2016 1:18:51 AM   
zuluhour


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Happy New Year Michaelm!
and thank you.

(in reply to zuluhour)
Post #: 1418
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/5/2016 7:09:27 AM   
cohimbra


Posts: 632
Joined: 10/15/2011
From: Italy
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Hi all, this screen is taked from new beta release (1125 updated 3 january 2016), there's something different but I can't recall how...maybe do not upgrade and replacement from pool excanged their original position? It's intended?



Anyway thanks for the new releases.


___
edit: ok, I discovered the difference.



I find the new release style less 'friendly', but it's just my opinion.

Regards.

< Message edited by cohimbra -- 1/5/2016 8:28:42 AM >


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Post #: 1419
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/5/2016 3:08:50 PM   
Lokasenna


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Yes, they were switched a couple of months ago due to a tweak to allow replacements to be drawn even if a replenishment group was available, which required 2 buttons. It is a little "tighter" and therefore slightly harder to navigate.

(in reply to cohimbra)
Post #: 1420
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/5/2016 3:31:32 PM   
cohimbra


Posts: 632
Joined: 10/15/2011
From: Italy
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quote:

ORIGINAL: Lokasenna

Yes, they were switched a couple of months ago due to a tweak to allow replacements to be drawn even if a replenishment group was available, which required 2 buttons. It is a little "tighter" and therefore slightly harder to navigate.

Thank you Lokasenna, I missed this change.
I don't like it but it's just a detail, I can live with it.

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Post #: 1421
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/8/2016 11:58:53 AM   
btd64


Posts: 9973
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From: Mass. USA. now in Lancaster, OHIO
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quote:

ORIGINAL: General Patton

michaelm, Thanks as always for your hard work.

As you know, the Air squadrons show how many kills they have. Well, If it can be done, how about showing the Confirmed kills a Sub has? I don't know about anyone else, but I think this piece of eye candy is important if you need to send a sub into an area that maybe a little tougher than others. More experience....GP


michaelm, Any chance this can be added? I thing this would be a cool thing to have. Or is this a code thing? Anyway, thank you for your support....GP

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(in reply to btd64)
Post #: 1422
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/8/2016 1:32:50 PM   
RichardAckermann

 

Posts: 271
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I kindly ask for 2 things that I think would be good to add.

First, I would love to have a button iside the window that is listing all TFs, to show currently known enemy TFs. It takes some time to follow all those sighting reports. Having them listed to jump to the location would save me a big deal of time every turn.

Second, I found allied shipping lanes and my subs are killing 3 to 5 transports per turn. The AI seems to completely ignore this. I think it may prove to be better for single player games if you teach the AI to avoid "kill zones" with non-combat TFs.

(in reply to btd64)
Post #: 1423
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/8/2016 4:05:46 PM   
Lokasenna


Posts: 9297
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From: Iowan in MD/DC
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quote:

ORIGINAL: General Patton


quote:

ORIGINAL: General Patton

michaelm, Thanks as always for your hard work.

As you know, the Air squadrons show how many kills they have. Well, If it can be done, how about showing the Confirmed kills a Sub has? I don't know about anyone else, but I think this piece of eye candy is important if you need to send a sub into an area that maybe a little tougher than others. More experience....GP


michaelm, Any chance this can be added? I thing this would be a cool thing to have. Or is this a code thing? Anyway, thank you for your support....GP


This would break through fog of war. You would know instantly whether a ship sunk or not (which is not to say that you can't usually tell).

(in reply to btd64)
Post #: 1424
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/8/2016 4:06:58 PM   
Lokasenna


Posts: 9297
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From: Iowan in MD/DC
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quote:

ORIGINAL: RichardAckermann

I kindly ask for 2 things that I think would be good to add.

First, I would love to have a button iside the window that is listing all TFs, to show currently known enemy TFs. It takes some time to follow all those sighting reports. Having them listed to jump to the location would save me a big deal of time every turn.

Second, I found allied shipping lanes and my subs are killing 3 to 5 transports per turn. The AI seems to completely ignore this. I think it may prove to be better for single player games if you teach the AI to avoid "kill zones" with non-combat TFs.


For the first thing, press Ctrl-A which will bring up the strategic map. You can filter this map to show only enemy task forces. I do this all the time.

For the second thing, that's not a code issue really, and also not really possible with the way I understand AI scripts to work.

(in reply to RichardAckermann)
Post #: 1425
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/8/2016 4:39:45 PM   
GetAssista

 

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There is a long-standing issue with LCU losing movement progress if new movement destination is given manually by clicking on the map even if direction of movement in the hex remains the same. It is rather painful to pursue enemy LCUs on land, cause you always need to give new hex destinations as enemy moves.
Thing is, option to preserve movement progress is there in game, but to capitalize on it currently you need another LCU in a hex:
Give new destination to another LCU -> Choose March All -> Profit! Movement progress is preserved for other LCUs, assuming new destination leads to the same movement direction out of the hex.
Would be nice if the engine applied this mechanics to the initial LCU you are giving orders to.

< Message edited by GetAssista -- 1/8/2016 5:41:16 PM >

(in reply to Lokasenna)
Post #: 1426
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/8/2016 7:13:01 PM   
RichardAckermann

 

Posts: 271
Joined: 12/4/2015
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: RichardAckermann

I kindly ask for 2 things that I think would be good to add.

First, I would love to have a button iside the window that is listing all TFs, to show currently known enemy TFs. It takes some time to follow all those sighting reports. Having them listed to jump to the location would save me a big deal of time every turn.

Second, I found allied shipping lanes and my subs are killing 3 to 5 transports per turn. The AI seems to completely ignore this. I think it may prove to be better for single player games if you teach the AI to avoid "kill zones" with non-combat TFs.


For the first thing, press Ctrl-A which will bring up the strategic map. You can filter this map to show only enemy task forces. I do this all the time.

For the second thing, that's not a code issue really, and also not really possible with the way I understand AI scripts to work.


Thanks for the hint with the map, but I use to miss out some of the green dots if they are close to land. Having a list would be more precise, and I would prefer that to reduce human error - something I have a lot of.

The AI already does seem to evade known threats. Once I station air forces close to enemy shipping lanes, they seem to tend to avoid the area. If the game would record ship losses it could also plot a path around that location. At least for some weeks. This would pose more of a challenge to single player.
I am Japan, and if I continue to score free kills on allied shipping, I have probably won the game using subs alone by end of 43.

(in reply to Lokasenna)
Post #: 1427
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/8/2016 9:32:23 PM   
Lokasenna


Posts: 9297
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From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: RichardAckermann


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: RichardAckermann

I kindly ask for 2 things that I think would be good to add.

First, I would love to have a button iside the window that is listing all TFs, to show currently known enemy TFs. It takes some time to follow all those sighting reports. Having them listed to jump to the location would save me a big deal of time every turn.

Second, I found allied shipping lanes and my subs are killing 3 to 5 transports per turn. The AI seems to completely ignore this. I think it may prove to be better for single player games if you teach the AI to avoid "kill zones" with non-combat TFs.


For the first thing, press Ctrl-A which will bring up the strategic map. You can filter this map to show only enemy task forces. I do this all the time.

For the second thing, that's not a code issue really, and also not really possible with the way I understand AI scripts to work.


Thanks for the hint with the map, but I use to miss out some of the green dots if they are close to land. Having a list would be more precise, and I would prefer that to reduce human error - something I have a lot of.

The AI already does seem to evade known threats. Once I station air forces close to enemy shipping lanes, they seem to tend to avoid the area. If the game would record ship losses it could also plot a path around that location. At least for some weeks. This would pose more of a challenge to single player.
I am Japan, and if I continue to score free kills on allied shipping, I have probably won the game using subs alone by end of 43.


The AI avoids air threats because there is an aerial threat routine already in place in the engine. The TF routing functions will tell any TF, even human-controlled ones, to sail around air bases. It's not perfect, but it does try to avoid them.

With the map... is your bright green dot for an Allied item on the strategic map really that similar to the green for your landmasses? My green dots are basically neon green, which stands out against everything on the map.

(in reply to RichardAckermann)
Post #: 1428
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/9/2016 7:36:19 AM   
RichardAckermann

 

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Still it would be nice to add a routine that does tell the AI TFs not to sail near a hex where I sink 50 to 80 transports per month. It does not have to be perfect, just a little less suicidal would do.

I actually have some problems with the green. Maybe it's just my monitor.

(in reply to Lokasenna)
Post #: 1429
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/9/2016 2:40:59 PM   
Admiral DadMan


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quote:

ORIGINAL: RichardAckermann

Still it would be nice to add a routine that does tell the AI TFs not to sail near a hex where I sink 50 to 80 transports per month. It does not have to be perfect, just a little less suicidal would do.

Human players do this too, so it's WaD.

< Message edited by Admiral DadMan -- 1/13/2016 5:18:05 PM >


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Post #: 1430
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/9/2016 2:41:44 PM   
witpqs


Posts: 26087
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From: Argleton
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quote:

ORIGINAL: RichardAckermann
I actually have some problems with the green. Maybe it's just my monitor.

Some of that might just be the map colors. Green/Allied TFs seem to be able to hide within some of the map lettering. Using the overview map (control-a) can help to spot them, and the TF list (hot key 't') can too.

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Post #: 1431
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/13/2016 6:10:16 AM   
Yaab


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From: Poland
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Just wanted to say thanks for the two January updates, michaelm!

(in reply to witpqs)
Post #: 1432
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/13/2016 9:58:29 AM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
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.

< Message edited by chemkid -- 4/25/2018 10:54:56 AM >

(in reply to Yaab)
Post #: 1433
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/13/2016 4:02:14 PM   
gw15


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Where is the link to the January updates?

(in reply to chemkid)
Post #: 1434
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/13/2016 4:12:49 PM   
Admiral DadMan


Posts: 3627
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quote:

ORIGINAL: bommerrang

Where is the link to the January updates?

Patch 07 - Unofficial Public Beta - 1125 updated 10 January 2016

Don't forget: this thread is for bugs only.

------------------------------------------------------------------
Suggestions go here:

Patch 07 - Unofficial Public Beta & UI Suggestions

< Message edited by Admiral DadMan -- 1/13/2016 5:16:57 PM >


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Post #: 1435
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 2/15/2016 4:38:09 PM   
Admiral DadMan


Posts: 3627
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From: A Lion uses all its might to catch a Rabbit
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This is a graphic bug when changing an LCU Commander:




Attachment (1)

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Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to Admiral DadMan)
Post #: 1436
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 2/22/2016 4:48:04 AM   
koniu


Posts: 2763
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From: Konin, Poland, European Union
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After PC death i was forceed to reinstall game. But to be on same version as my oponent i need upgrade to 03/01/2016 [1125.8] beta. Can someone upload this vesion or link me where i can find it??


< Message edited by koniu -- 2/22/2016 5:49:35 AM >


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Post #: 1437
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 2/22/2016 4:59:17 AM   
Yaab


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Koniu, check your inbox. Message sent.

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Post #: 1438
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 2/26/2016 4:25:49 PM   
koniu


Posts: 2763
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From: Konin, Poland, European Union
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Thanks Yaab
And now i am uploading patch for Docup.

Attachment (1)

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Post #: 1439
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 2/26/2016 4:57:20 PM   
DOCUP


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Thanks Koniu. I will update when I get a chance.

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Post #: 1440
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