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1.7ver - 9/30/2005 2:49:45 PM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
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when will there be a 1.7 ver?

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Post #: 1
RE: 1.7ver - 9/30/2005 7:49:43 PM   
Slaughtermeyer


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According to Mike, there will be a 1.603 version that will probably be released next week.

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We must not allow ourselves to be drawn into a trial of the causes of the war,for our position is that no grievances or policies will justify resort to aggressive war.It is utterly renounced and condemned as an instrument of policy. R.Jackson,1945

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Post #: 2
RE: 1.7ver - 10/1/2005 1:12:51 PM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
thanks for the info!

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Post #: 3
RE: 1.7ver - 10/3/2005 9:18:55 PM   
Zachary

 

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Slaughtermeyer may be too optimistic, according to yamato hugger in the support forum "I think its safe to say that until Matrix turns the game over to someone else, we are done seeing any "fixes" at all."


< Message edited by Zachary -- 10/3/2005 9:21:20 PM >


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I will boycott the purchase of all Matrix products and will recommend others do so until Matrix stops its policy of deliberately refusing to fix bugs such as the WiTP leader bug that it deems "too much trouble to find and fix."

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Post #: 4
RE: 1.7ver - 10/3/2005 9:34:53 PM   
Tankerace


Posts: 6400
Joined: 3/21/2003
From: Stillwater, OK, United States
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Is it not possible that Yamato Hugger is to pessimistic? Personally, I would wait for an official response, as those who are optimistic will say we will get a patch, those who are pessimistic say we won't. All you are doing is spreading rumor. YH knows know more than Slaughtermeyer, nor no less. We can all make wild guesses or assumptions, but none of us (not even I, I am the WPO dev but have no connections with WitP development) know for sure.

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Post #: 5
RE: 1.7ver - 10/4/2005 4:28:08 AM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
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there has been no official "closure" of WitP anymore than there has been of UV. MikeW is still requesting saves for some of the critical bugs being brought to his attention. However, as with UV, it may still be a while before there is a patch because the new projects (that bring home the cash-ola for our coding god-ola) must take priority.

rumors rumors rumors.....


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Post #: 6
RE: 1.7ver - 10/4/2005 3:57:26 PM   
Speedysteve

 

Posts: 15998
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From: Reading, England
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RumoUrs right?

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Post #: 7
RE: 1.7ver - 10/4/2005 4:16:28 PM   
Nikademus


Posts: 25684
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From: Alien spacecraft
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shutup and speak American you Crickett totting Newcastle drinking freak.

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Post #: 8
RE: 1.7ver -Status - 10/4/2005 4:22:47 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Mike Wood has posted his current status in regard to work in progress:
quote:

Hello...

Be advised.

1. Am working on patches for SPWAW, UV and WIP, while programming WPO and War in the East (WIE). Am still following forums and have been collecting saves for bugs. Please be patient. All going as planned.

2. Don't post much. Not moderator. They are volunteer helpers. Think most off working on WPO or resting. Don't know. Michaelm collecting saves for WIP and Nikademus for UV. They may not have been as talkative as some might prefer. Please be patient. All going as planned.

3. Open testing for beta builds 1.602, 1.603 and and a day or two 1.604. If no problems reported in these builds, may release 1.70 in week or so? Please be patient. All going as planned.

List of fixes, user requested changes for 1.70, so far:

BUGS FIXED:

1) When air group leaders were killed, ship, task force or land unit leaders sometimes died with them. This was the cause of a great many of the leader problems. Fixed.

2) One of the tests for long lance torpedo attacks was some times returning the wrong value, negating surprise. Fixed.

3) When Allied task force had no radar, Japanese were sometimes said to be spotted by radar, when they were really being visually spotted. Fixed.

4) Enemy units were showing up on bottom bar, when Japanese player selected unit at enemy base from list all units pop-out box. Fixed.

5) Game was running out of pilots. Fixed.

6) Rebuilt LCU was reverting to original device number despite being upgraded when split. Fixed.

7) Negative values were showing on Intel screen because of data overflow. Fixed.

8) Air groups which had been disbanded or withdrawn were returning with zero planes, even though planes were being taken from pool for the group. Fixed. Note that fix only applies to groups disbanded or withdrawn using version 1.603 or later.

9) A bug was causing ship captains to vanish. Fixed.

10) The 10” CD gun (device #516) was not being produced. Fixed.

11) Land units ordered to follow were not arriving in proper hex at proper time. Fixed.

12) Allied heavy bombers were using device #210, 2000 lb AP bombs, instead of device #205, 2000 lb GP bombs. Fixed.

USER REQUESTED CHANGES:

1) When an air group is divided, it may not reform unless all three sub-units are assigned to the same headquarters.

2) When an air group is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.

3) When a land unit is divided, it may not reform unless all sub-units are assigned to the same headquarters.

4) When a land unit is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.

5) Mine laying tenders (MLE) may now service ships of any nationality.

6) Destroyer tenders (AD) may now service ships of any nationality.

7) Submarine tenders (AS) may now ships of any nationality.

8) Repair ships (AR) may now help repair ships of any nationality.

9) Malaria zones have been slightly modified. Includes requested changes for CHS maps.

10) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase. Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. I don't know if they are still around, but a while back there were some players screaming for this change. Just got to it. Long list of code requests.

Thanks for Your Patience...

Michael Wood




< Message edited by michaelm -- 10/4/2005 4:24:33 PM >

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Post #: 9
RE: 1.7ver - 10/4/2005 4:27:29 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
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quote:

ORIGINAL: Nikademus

shutup and speak American you Crickett totting Newcastle drinking freak.


Aaw. Sorry did it get to you?

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Post #: 10
RE: 1.7ver - 10/4/2005 4:37:54 PM   
Nikademus


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Joined: 5/27/2000
From: Alien spacecraft
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no but we got you in 1776 when we revoked your lease in North America.



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Post #: 11
RE: 1.7ver - 10/4/2005 4:40:59 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
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. Pah we gave it back. Too many hostiles for us to deal with in our world wide conquest.

I look forward to bitch slapping you in our upcoming Nik Mod 4.0 game.

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Post #: 12
RE: 1.7ver - 10/4/2005 4:42:29 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
Bah.....wait till you see what i did to the Buffalo.

Added a Gatling to em...



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Post #: 13
RE: 1.7ver - 10/4/2005 4:47:09 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
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Wicked. I assume ALL my planes have little 7.7mm on them yes?............

Wait till you see my Nates and Oscars sweep the skies of inferior Allied junk. Muhahahahaha

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Post #: 14
RE: 1.7ver - 10/4/2005 4:47:52 PM   
Nikademus


Posts: 25684
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From: Alien spacecraft
Status: offline
wait till you see my Hurricanes able to do more than just fly over their base and moon japanese observers.....


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Post #: 15
RE: 1.7ver - 10/4/2005 4:52:27 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
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You mean they'll now be downed by my Oscars? They can go from mooning my bases to being mooned by my men on the ground

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Post #: 16
RE: 1.7ver - 10/4/2005 4:59:52 PM   
Nikademus


Posts: 25684
Joined: 5/27/2000
From: Alien spacecraft
Status: offline
Bah...never mind that the Oscar was the principle downer of most of Hurricanes lost over malaya and Sumatra......your Oscars suck. They tow banners that say "Destroy me.....win a free toaster!"



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Post #: 17
RE: 1.7ver - 10/4/2005 5:05:34 PM   
Speedysteve

 

Posts: 15998
Joined: 9/11/2001
From: Reading, England
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You better not have modded your mod to make Japanese stuff crap else i'll get all those people that joined the 'Speedy Club' to visit your neck of the woods.........

P.S. Surely the Zero was better than the F4F?

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Post #: 18
RE: 1.7ver -Status - 10/4/2005 11:02:27 PM   
witpqs


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

ORIGINAL: michaelm

Mike Wood has posted his current status in regard to work in progress:


Thanks Michael and Mike!

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Post #: 19
RE: 1.7ver - 10/13/2005 8:02:51 PM   
Mike Wood


Posts: 2095
Joined: 3/29/2000
From: Oakland, California
Status: offline
Hello...

Just sent version 1.70 to production folk.

Bugs Fixed:

1) Sometimes a group would not fly, if there were more planes than pilots. Fixed.
2) Sometimes, in a human vs. computer game, when a base is captured, the base unit TOE increases for no apparent reason. Fixed.
3) Sometimes air group fragments were being formed under enemy control. Should no longer happen for groups which divide after patch 1.0655 applied. Bullet proofing for earlier errors has been written. If fragments are found under control of wrong player, the player side is now changed and fragment is sent to home base.
4) Using the “Get Pilot” button should now select historical pilots with historical experience, if any are due, within 60 days. The Get Pilot button was not always working. Fixed.
5) Sometimes, pilot replacements were not appearing because of pilot array filling up with dead pilots. Fixed.
6) One of the tests for long lance torpedo attacks was some times returning the wrong value, negating surprise. Fixed.
7) When Allied task force had no radar, Japanese were sometimes said to be spotted by radar, when they were really being visually spotted. Fixed.
8) Enemy units were showing up on bottom bar, when Japanese player selected unit at enemy base from list all units pop-out box. Fixed.
9) Game was running out of pilots. Fixed.
10) Rebuilt LCU was reverting to original device number despite being upgraded when split. Fixed.
11) Negative values were showing on Intel screen because of data overflow. Fixed.
12) When air group leaders were killed, ship, task force or land unit leaders sometimes died with them. Fixed.
13) Air groups which had been disbanded or withdrawn were returning with zero planes, even though planes were being taken from pool for the group. Fixed. Note that fix only applies to groups disbanded or withdrawn using version 1.603 or later.
14) A bug was causing ship captains to vanish. Fixed.
15) The 10” CD gun (device #516) was not being produced. Fixed.
16) Land units ordered to follow were not arriving in proper hex at proper time. Fixed.
17) Allied heavy bombers were using device #210, 2000 lb AP bombs, instead of device #205, 2000 lb GP bombs. Fixed.

New Player Requested Features:

1) The ability of a submarine to evade an ASW pattern now depends more on the skill of the submarine skipper.
2) Air groups and air sub-groups may no longer divide or recombine, when fragments of the group exist.
3) Malaria zones have been slightly modified.
4) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase (although many may search). Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage.
5) When an air group is divided, it may not reform unless all three sub-units are assigned to the same headquarters.
6) When an air group is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.
7) When a land unit is divided, it may not reform unless all sub-units are assigned to the same headquarters.
8) When a land unit is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.
9) Mine laying tenders (MLE) may now service ships of any nationality.
10) Destroyer tenders (AD) may now service ships of any nationality.
11) Submarine tenders (AS) may now ships of any nationality.
12) Repair ships (AR) may now help repair ships of any nationality.

Bye...

Michael Wood

quote:

ORIGINAL: tigercub

when will there be a 1.7 ver?


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Post #: 20
RE: 1.7ver - 10/13/2005 8:13:24 PM   
witpqs


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

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Post #: 21
RE: 1.7ver - 10/14/2005 2:47:44 PM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
thanks mike!

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You have enemies? Good. That means you've stood up for something, sometime in your life

(in reply to Mike Wood)
Post #: 22
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