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: Final Update for a while

 
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 >> Scenario Design and Modding >> RE: Final Update for a while Page: <<   < prev  7 8 9 [10] 11   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Final Update for a while - 10/12/2021 1:39:06 PM   
Moltrey


Posts: 297
Joined: 4/11/2010
From: Virginia
Status: offline
So Andy, while reloading WITP:AE this weekend, I noticed in my mod file storage all the older AndyMac AI files that were in .exe format.
My assumption is that I can delete all of them as you have included AI files with this thread's scenario stuff, is that correct?

Might be worth editing that thread with a note about them so new guys won't get confused.
Enjoying the new Scenario 7 so far, thanks again.

(in reply to clamel)
Post #: 271
RE: Final Update for a while - 10/21/2021 5:03:50 PM   
clamel

 

Posts: 69
Joined: 12/9/2019
Status: offline
Spotted another double ship for Allies
8428 Granville S. Hall
7383 Granville S Hall
a little dot made the issue.

If it make any difference ?

(in reply to Moltrey)
Post #: 272
RE: Final Update for a while - 10/23/2021 8:08:49 PM   
OnWargaming


Posts: 108
Joined: 9/13/2021
From: Italy
Status: offline
Hello Andy,

I am going to play a PBEM game with your scenario 7, can we know if any modifications are going to be released in the near future? (3-4 weeks at most).

Thanks in advance

(in reply to clamel)
Post #: 273
RE: Final Update for a while - 11/11/2021 7:12:38 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
Hi Andy was this ever fixed in your scenarios?

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxiaWdic3NoaXB5YXJkfGd4OjZhYWUxZTQ0YWI0MDc1NDE

4) Identified and fixed the problem with the Ohka series flying bombs being unavailable
(problem inherited from stock).



_____________________________


(in reply to OnWargaming)
Post #: 274
RE: Final Update for a while - 11/11/2021 8:01:16 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Andy, please rename this thread to "Scen 1,2 and 7(scen1 with new bases)" or something. Right now scen7 is buried within the thread.

(in reply to Tanaka)
Post #: 275
RE: Final Update for a while - 11/23/2021 6:31:34 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Scen001v5

Andy, could you please change TF422 (18th Div Reinf to Singapore) in Editor to:

Destination: Colombo
Home Port: Colombo
Do not Unload

This TF starts off-map, thus I never change the TF settings in game not to mess its routing.

This TF starts with no escorts ships. In my current playthrough I missed TF's entrance onto the map and only noticed this TF when a Jap CV TF decimated this TF off Sumatra on December 29 1941.

Changing the settings to Colombo/Do not Unload gives Allied player a chance to add escort ships in Colombo or reroute the TF to Burma if so needed.

Many thanks.

< Message edited by Yaab -- 11/23/2021 8:08:59 AM >

(in reply to Yaab)
Post #: 276
RE: Final Update for a while - 11/23/2021 3:31:33 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline

quote:

ORIGINAL: Yaab

Scen001v5

Andy, could you please change TF422 (18th Div Reinf to Singapore) in Editor to:

Destination: Colombo
Home Port: Colombo
Do not Unload

This TF starts off-map, thus I never change the TF settings in game not to mess its routing.

This TF starts with no escorts ships. In my current playthrough I missed TF's entrance onto the map and only noticed this TF when a Jap CV TF decimated this TF off Sumatra on December 29 1941.

Changing the settings to Colombo/Do not Unload gives Allied player a chance to add escort ships in Colombo or reroute the TF to Burma if so needed.

Many thanks.


No cant5 thats the historic convoy that took 18th Div to Malaya if i change it AI will get it wrong

Andy

(in reply to Yaab)
Post #: 277
RE: Final Update for a while - 11/23/2021 5:21:59 PM   
Yaab


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

How does AI manage this TF though? If the TF sails without escorts to Singapore, it will get murdered by a human Jap CV TF.

(in reply to Andy Mac)
Post #: 278
RE: Final Update for a while - 11/23/2021 6:02:05 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
I redirect that TF on my Dec 7th turn....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 Yaab)
Post #: 279
RE: Final Update for a while - 11/24/2021 6:53:15 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Silly me. I thought changing routing for off-map TFs results in routing errors.

(in reply to btd64)
Post #: 280
RE: Final Update for a while - 11/24/2021 12:08:04 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline
They used to but that got changed in an update . . .

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Yaab)
Post #: 281
RE: Final Update for a while - 11/24/2021 12:26:05 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
News to me....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 RangerJoe)
Post #: 282
RE: Final Update for a while - 11/25/2021 10:53:51 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Yaab

Silly me. I thought changing routing for off-map TFs results in routing errors.

It results in errors if the convoy is already in the holding box (i.e. has left the off-map port or gone from on-map to off-map). Instructions that change home port or destination will get messed up because the off-map movement is not hex by hex, but by a table that says when and where to put the TF on the map or at an off-map port. It does not know where the TF should be in its movment if you change the parameters during the time in the holding box. Things like speed and fueling instructions do not cause problems.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to Yaab)
Post #: 283
RE: Final Update for a while - 11/26/2021 12:44:56 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
TF422 starts in the small holding box adjacent to the map. Is it safe to change its routing or not?






< Message edited by Yaab -- 11/26/2021 12:45:18 PM >

(in reply to BBfanboy)
Post #: 284
RE: Final Update for a while - 11/26/2021 1:36:25 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
If you set historical first turn to off, you can change the destination while the TF is at Capetown. Otherwise no, you can't change the destination....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 Yaab)
Post #: 285
RE: Final Update for a while - 11/26/2021 1:50:56 PM   
Yaab


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

Damn, now I see why I have missed this TF. When you click on it, it seems the TF is routed to Singapore through the Strait of Malacca, while 100% of my manual TFs go through Merak to Singapore.

(in reply to btd64)
Post #: 286
RE: Final Update for a while - 12/3/2021 3:04:44 PM   
Treetop64


Posts: 926
Joined: 4/12/2005
From: 519 Redwood City - BASE (Hex 218, 70)
Status: offline

quote:

ORIGINAL: RangerJoe

They used to but that got changed in an update . . .


...and I am just now learning of this fix. Thanks.

Still, I might continue avoiding changing routing of off-map TFs due to well-established paranoia. And their routing is still kinda weird-ish. For example, off-map supply TFs (manual or continuous) that are returning to the off-map base after dropping off an on-map load, still show the on-map location as the current destination, even though they're now returning from that location. Usually just manually reset the return trip anyway just to make sure nothing breaks.



_____________________________



(in reply to RangerJoe)
Post #: 287
RE: Final Update for a while - 12/3/2021 3:08:15 PM   
Treetop64


Posts: 926
Joined: 4/12/2005
From: 519 Redwood City - BASE (Hex 218, 70)
Status: offline

quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Yaab

Silly me. I thought changing routing for off-map TFs results in routing errors.

It results in errors if the convoy is already in the holding box (i.e. has left the off-map port or gone from on-map to off-map). Instructions that change home port or destination will get messed up because the off-map movement is not hex by hex, but by a table that says when and where to put the TF on the map or at an off-map port. It does not know where the TF should be in its movment if you change the parameters during the time in the holding box. Things like speed and fueling instructions do not cause problems.


Thanks for the clarification.

_____________________________



(in reply to BBfanboy)
Post #: 288
RE: Final Update for a while - 12/3/2021 11:46:30 PM   
orabera


Posts: 74
Joined: 5/31/2002
From: Monument, CO
Status: offline
Possible update for the next update. Minor change, the USCGC Tiger should be on ASW patrol around Oahu.

https://pearlharbor.org/us-coast-guard-cutter-tiger/

_____________________________

"As god as my witness, I thought turkeys could fly."

(in reply to Treetop64)
Post #: 289
RE: Final Update for a while - 12/9/2021 5:44:54 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Scen 001v5, Allies

Choybalsan has duplicate LI centers


(in reply to orabera)
Post #: 290
RE: Final Update for a while - 12/9/2021 6:00:48 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Scen 001v5.

Played on Normal vs Jap AI until January 1, 1942. No suicide AI behaviour observed. No deep invasions, good fighter coverage of amphibious landings. Very enjoyable.


(in reply to Yaab)
Post #: 291
RE: Final Update for a while - 12/13/2021 3:03:28 PM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline
Andy Mac, just wanted to tell you that one of the new bases in Burma causes an issue with Combat Reporter. The base Arakan Yoma (C) is the one that causes the problem It reads the (C) as the copywrite symbol.
Also excel does the same thing so making a Tracker region file is a problem. I have found workarounds, but it is a problem.

(in reply to Yaab)
Post #: 292
RE: Final Update for a while - 12/18/2021 10:37:29 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Andy, I wanted to try your scen007, but whenever I copy the scen007 files into the WTIP:AE's SCEN folder I get an error message for the CMT file. I redownload your RAR file but still get the same error message.


Error 0x80070570 The file or folder is damaged and cannot be read






< Message edited by Yaab -- 12/18/2021 10:49:05 AM >

(in reply to Nomad)
Post #: 293
RE: Final Update for a while - 12/18/2021 5:07:27 PM   
Yaab


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

Andy, I cannot comment on scen007, but in secn001v5 I noticed some things in Burma

In Burma there are now three kinds of bases:

-the original stock bases with supply caps between 250-1050 based on their development level
-your new fort-6 bases with supply cap of 250
-your new undeveloped bases with 0 forts and 0(1) airfield with supply cap of 1000(sic!).

I think the new bases needs to be aligned with the original bases in terms of their supply caps.

(in reply to Yaab)
Post #: 294
RE: Final Update for a while - 12/18/2021 11:01:45 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Huh I will check that out that is not intended

(in reply to Yaab)
Post #: 295
RE: Final Update for a while - 12/18/2021 11:08:44 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
OK its fixed in 7 which is the scenario I am using as baseline - not sure how that happened in 1v5 but its definitly ok in 7

(in reply to Andy Mac)
Post #: 296
RE: Final Update for a while - 12/19/2021 8:06:47 AM   
OnWargaming


Posts: 108
Joined: 9/13/2021
From: Italy
Status: offline
Any issue to update an ongoing game?

(in reply to Andy Mac)
Post #: 297
RE: Final Update for a while - 12/19/2021 9:34:11 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
I had to re-install Witp:AE. I was able to load the lastest version of scen007.

Andy, the problem is still there.

This is one of your fort 0, airfield 0(1) bases.

Daik-u has a supply cap of 1000. Stock base of Pegu with airfield 1(7) has 500 supply cap, while Toungoo with airfield 1(7) has 250 supply cap. All of your bases in Burma with airfield 0(1) have supply caps of 1000.

I vaguely remember this is so because the Editor automatically assigns 1000 supply cap when you set a base port/airfield to 0(1) value and forts to 0(9). Each potential fort/airfield/port level is worth 100 supply cap. I guess you have to manually decrease the 1000 supply cap to something like 100-200 in the Editor.
Once you set a base to 1(9) forts and 0(1) airfiled the supply cap is lowered to 150. This can be observed in your new bases in China - each constructed fort level ups the supply cap by 150 points, downgrading the automatic 1000 supply cap.






< Message edited by Yaab -- 12/19/2021 10:41:40 AM >

(in reply to OnWargaming)
Post #: 298
RE: Final Update for a while - 12/19/2021 10:53:42 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Yeah thanks got it and fixed it ta

(in reply to Yaab)
Post #: 299
RE: Final Update for a while - 12/19/2021 1:43:29 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
Actually, for some bases in the Burma-India region the problem of 1000 supply cap has existed since 2009!

Burma:

Kalemyo
Warazup
Katha
Bhamo
Ramree Island

India:

Rangpur
Silchar
Tezpur

Australia:

Fenton


Those bases start with airfield 0, forts 0, but somehow have 1000 supply caps. Mind you, only Mandalay at start has a 1050 supply cap owing to its arfield 2, forts 1. It seems those bases need to have their supply caps downgraded both in scen001 and scen007 to 100-150 supply caps.

EDIT: Added Bhamo and Ramree Island.

EDIT2: Added Fenton in Australia.

Andy, it is working!

Here is an amended DBB-C scen028v15. I added forts 1 to Ramree Island in the Editor. This changed Ramree Island's supply cap from 1000 to 100 on map. I amended all eight bases that start with augmented supply caps. Now all eight are in 400-100 range.




< Message edited by Yaab -- 12/20/2021 6:38:35 AM >

(in reply to Andy Mac)
Post #: 300
Page:   <<   < prev  7 8 9 [10] 11   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: Final Update for a while Page: <<   < prev  7 8 9 [10] 11   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

2.891