Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

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

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015 Page: <<   < prev  46 47 [48] 49 50   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 12/21/2015 3:29:00 AM   
DanSez


Posts: 1023
Joined: 2/5/2012
Status: offline
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


Posts: 883
Joined: 7/26/2004
From: Glendora, CA
Status: offline
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

 

Posts: 48
Joined: 3/13/2013
Status: offline
Happy new year Michaelm. Have a very good 2016

(in reply to Herrbear)
Post #: 1413
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/1/2016 2:26:12 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Thank you Michaelm for your fantastic devotion to our desires..

_____________________________




(in reply to zuluhour)
Post #: 1414
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/1/2016 5:32:19 PM   
ny59giants


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


_____________________________


(in reply to m10bob)
Post #: 1415
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/1/2016 7:18:43 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline

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

_____________________________

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

CVB Langley:

(in reply to ny59giants)
Post #: 1416
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/1/2016 7:41:25 PM   
zuluhour


Posts: 5244
Joined: 1/20/2011
From: Maryland
Status: offline
...and back again (night to day)

(in reply to Admiral DadMan)
Post #: 1417
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/2/2016 1:18:51 AM   
zuluhour


Posts: 5244
Joined: 1/20/2011
From: Maryland
Status: offline
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
Status: offline
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 >


_____________________________


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


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
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
Status: offline

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.

_____________________________


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


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline

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

_____________________________

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 #: 1422
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 1/8/2016 1:32:50 PM   
RichardAckermann

 

Posts: 271
Joined: 12/4/2015
Status: offline
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
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

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
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

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

 

Posts: 2732
Joined: 9/19/2009
Status: offline
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
Joined: 3/3/2012
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

 

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


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
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 >


_____________________________

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

CVB Langley:

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


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

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.

_____________________________


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


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
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
Status: offline
.

< 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


Posts: 919
Joined: 3/21/2010
Status: offline
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
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
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 >


_____________________________

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

CVB Langley:

(in reply to gw15)
Post #: 1435
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 2/15/2016 4:38:09 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
This is a graphic bug when changing an LCU Commander:




Attachment (1)

_____________________________

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
Joined: 2/28/2011
From: Konin, Poland, European Union
Status: offline
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 >


_____________________________

"Only the Dead Have Seen the End of War"

(in reply to Admiral DadMan)
Post #: 1437
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 2/22/2016 4:59:17 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Koniu, check your inbox. Message sent.

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


Posts: 2763
Joined: 2/28/2011
From: Konin, Poland, European Union
Status: offline
Thanks Yaab
And now i am uploading patch for Docup.

Attachment (1)

_____________________________

"Only the Dead Have Seen the End of War"

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


Posts: 3073
Joined: 7/7/2010
Status: offline
Thanks Koniu. I will update when I get a chance.

(in reply to koniu)
Post #: 1440
Page:   <<   < prev  46 47 [48] 49 50   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015 Page: <<   < prev  46 47 [48] 49 50   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.844