Kull
Posts: 2625
Joined: 7/3/2007 From: El Paso, TX Status: offline
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The only difference (as stated by the coder) between the 11.26a WitP-AE Release and the 11.26b Beta, is an improvement to amphibious unloading rates. However, that fix is already included in 11.26a, as was conclusively demonstrated in this thread. Even so, a significant number of AE veterans still recommend that new players - already struggling with switches and learning the game - "upgrade" to the Beta because it "fixes late war underway replenishment". Specifically, this refers to the ship-type description for the AE Ammunition Ship (page 276 of the manual) which states that an AE is: "A ship specially equipped to carry ammunition and to rearm other ships while underway. Underway rearming is only available late in the war – until then AEs function as AKE." There WAS a bug affecting that capability, but the list of 11.26a fixes includes a resolution to that very problem: quote:
ORIGINAL: HybridSpyda 55. Fix underway replenishment not working if total rearm cost too big Even so, it's a hoary myth that has been repeated again and again here in the forum, attaining something akin to the status of gospel. Part of the problem is the "bug" is a late war event, so it's not something people would see right off the bat, and you can't test for it until late in the game. Fortunately WitP-AE includes the "Downfall" scenario (starting in September 1945), which means that testing IS possible. So let's do that. For the test I'm using an unmodified, clean install of 11.26a. We'll assemble a large Bombardment TF at Guam, containing TEN battleships (see attachment), and aim it at nearby Marcus Island. If "re-arm cost too big" is a bug, this should tell us.
Attachment (1)
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