RE: Patch 06 - Public Beta - Build 1108k (Full Version)

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littleike -> RE: Patch 06 - Public Beta - Build 1108k (4/5/2011 1:16:42 PM)

First of all thanks to you Michaelm for all you are doing in fixing errors and also improving this outstanding game.

I see you are so nice with all that i attempt another request.


"""1. When mouse is over the map and you don't move it for a second or so, the hex coordinates for the mouse location will show on the map.
They will go away when you move the mouse again
.""""

This in an implementation made on combat reporter that i would like very much to see also in our Witp-AE because, specially when i have to select a specific hex (example for TF meeting) where there are no other references near it,
(think to an open sea hex) i always need to repeat the set TF destination sequence till my right mouse click say that it is really the
right hex i would select.

Thanks again.




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108k (4/5/2011 1:40:53 PM)

The old game engine isn't really up to that, but I'll have a look to see if anything can be done.
But my current change brief is NOT play with the current game engine itself in case it breaks.




PaxMondo -> RE: Patch 06 - Public Beta - Build 1108k (4/5/2011 2:35:10 PM)

Michael,

Where is fixing the table on the info screen/ac&engines page on your list?  It is one char too short for the engine names and so won't sort correctly.  A very annoying thing.  Hopefully starting to surface.

Thanks for all your great work!!




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108k (4/5/2011 4:17:15 PM)


quote:

ORIGINAL: PaxMondo

Michael,

Where is fixing the table on the info screen/ac&engines page on your list?  It is one char too short for the engine names and so won't sort correctly.  A very annoying thing.  Hopefully starting to surface.

Thanks for all your great work!!

I thought it had been fixed. Can you put up a screenshot?




PaxMondo -> RE: Patch 06 - Public Beta - Build 1108k (4/6/2011 3:22:22 AM)


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: PaxMondo

Michael,

Where is fixing the table on the info screen/ac&engines page on your list?  It is one char too short for the engine names and so won't sort correctly.  A very annoying thing.  Hopefully starting to surface.

Thanks for all your great work!!

I thought it had been fixed. Can you put up a screenshot?

Latest beta patch k6. here you go. Note under the engine col on the far right, the mitsu engines are 1 letter short ... means they can't sort and all the a/c just get put together ...




[image]local://upfiles/29386/ACC6C9FD1D55452E91B6E4F8D63302DB.jpg[/image]




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108k (4/6/2011 3:42:32 AM)

Ah you're using the alternate font?




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108k (4/6/2011 3:47:55 AM)

Because of the larger font, I might need to change this screen slightly.
The Supply and Fuel totals are not really useful on this screen, so I will remove them and move up the other two lines.
Then I can expand the scroll box another few colums to fit in the engine name in the larger font.


[image]local://upfiles/3086/99BE8008855F44CB80BC46A5D0E6F34B.jpg[/image]




PaxMondo -> RE: Patch 06 - Public Beta - Build 1108k (4/6/2011 4:03:45 AM)

Yes, sorry.  Old geezer disease ... even with a 28" widescreen and BIG glasses, I need the alt font.  :)

And there was a time I could ....

EDIT: agreed: supply info of no real value here.

THANKS very much for the change.

[&o][&o][&o] 




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108k7 (4/6/2011 5:23:25 AM)

The next beta will address a the Ship Arrival menu.
Currently it shows ships in TFs with build rates, which is not really applicable as the ships are in delayed TFs.
Also it not easy to understand why build rate can;t be changed sometimes.
1. Removed build rate from TF-delayed ships
2. The build rate will be greyed out if it can't be changed (halted or accelerated).
3. The yellow build rates will show if it can't be halted or accelerated.


[image]local://upfiles/3086/A730AD4EDBAA4941BC1A8211A9083242.jpg[/image]




PaxMondo -> RE: Patch 06 - Public Beta - Build 1108k7 (4/6/2011 6:49:13 AM)


quote:

ORIGINAL: michaelm

The next beta will address a the Ship Arrival menu.
Currently it shows ships in TFs with build rates, which is not really applicable as the ships are in delayed TFs.
Also it not easy to understand why build rate can;t be changed sometimes.
1. Removed build rate from TF-delayed ships
2. The build rate will be greyed out if it can't be changed (halted or accelerated).
3. The yellow build rates will show if it can't be halted or accelerated.


[image]local://upfiles/3086/A730AD4EDBAA4941BC1A8211A9083242.jpg[/image]

Sweet! This will make handling ship production SO much easier ....




hunchback77 -> RE: Patch 06 - Public Beta - Build 1108k7 (4/6/2011 5:35:17 PM)

Very nice changes to the Ship Arrival menu. Thank you very much Michael.




beppi -> RE: Patch 06 - Public Beta - Build 1108k7 (4/6/2011 6:23:18 PM)

Very nice additions michaelm, some of the are quite handy. I like the ability to accumulate stuff the most i have do admit. Saw a little problem, when i sort the industry screen using the used column screen gets a little wonky. (And it does not sort). But it is not a big deal.


[image]local://upfiles/11305/600E6197696F44C1A62170E34C95F10F.jpg[/image]




Smeulders -> RE: Patch 06 - Public Beta - Build 1108k (4/6/2011 7:06:03 PM)


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: USS America


quote:

ORIGINAL: michaelm

1108k6

Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]



Fantastic list of enhancements, Michael. Could you explain the intent of this one a little bit? Is this a way to help direct device replacements to higher priority units?

There were times where I wanted to build up my pool of devices say Inf Squads, but still wanted the other devices (like artillery) to fill out normally.

Turning off all replacements only got me partway - an 'all or nothing' hammer.
With this option, I can still have the LCU take replacements but not the Inf Squads. Later when I have a big enough pool of them to say fill out my Division of Infantry, I can turn off replacements on all units but my Division, turn off stockpiling and on the next turn the Infantry Div should be able to take an influx of replacements (assuming all other supply conditions are met).
Also handy to have a good pool on hand for those TOE upgrades.

It is something that can be used, but doesn't have to be. Just an other micro-hammer for those who want finesse.[:D]


An absolutely great addition to the game. The art of micromanaging devices just got some nice new tools.




m10bob -> RE: Patch 06 - Public Beta - Build 1108k (4/6/2011 9:45:14 PM)

But.....still no "Bob Hope USO tour unit"................[;)]




Bradley7735 -> RE: Patch 06 - Public Beta - Build 1108k7 (4/6/2011 11:56:49 PM)


quote:

ORIGINAL: michaelm

The next beta will address a the Ship Arrival menu.
Currently it shows ships in TFs with build rates, which is not really applicable as the ships are in delayed TFs.
Also it not easy to understand why build rate can;t be changed sometimes.
1. Removed build rate from TF-delayed ships
2. The build rate will be greyed out if it can't be changed (halted or accelerated).
3. The yellow build rates will show if it can't be halted or accelerated.


[image]local://upfiles/3086/A730AD4EDBAA4941BC1A8211A9083242.jpg[/image]


Hi Michael,

I can't see the difference between 2 and 3. Both say can't be changed (I think). I assume yellow means that you CAN halt or accelerate.

Also, I didn't realize some ships can't be changed. Are these the ships that haven't started using HI to advance in the queue? Or are there some ships designated as absolute on the build and can never be changed?




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108k7 (4/7/2011 2:42:13 AM)

The grey entry can't be changed (halted or accelerated). The yellow ones can be changed, however some of them might not be able to be halted - thus the mouse over message.

Basically, a building ship can't be accelerated if the delay is greater than 30 times the ship's durability, and can't be halted if delay greater than 10 times the ship's durability.

Distinguishing the messages on the screen was due to me not knowing why I could change the build rate sometimes.




Bradley7735 -> RE: Patch 06 - Public Beta - Build 1108k7 (4/7/2011 3:14:43 AM)

Thanks for the clarification. I've always been frustrated with the ship building queue, not knowing why I could change some ships and not others. I appreciate that you're putting in more visibility to reduce that confusion.

Man, I can't wait for this patch!! It's like Christmas for the AE player. [:D]




PaxMondo -> RE: Patch 06 - Public Beta - Build 1108k7 (4/7/2011 3:57:01 AM)


quote:

ORIGINAL: Bradley7735

Thanks for the clarification. I've always been frustrated with the ship building queue, not knowing why I could change some ships and not others. I appreciate that you're putting in more visibility to reduce that confusion.

Man, I can't wait for this patch!! It's like Christmas for the AE player. [:D]

+1

[&o][&o][&o]




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108k7 (4/7/2011 4:40:05 AM)

A new feature for the next beta will be the ability to change the player's password in a PBEM game. It will ask for the old password to check that you are the right player changing it.
There will also be a check to indicate if the PBEM save being loaded is from an end-of-turn save.




castor troy -> RE: Patch 06 - Public Beta - Build 1108k7 (4/7/2011 7:49:51 AM)


quote:

ORIGINAL: michaelm

A new feature for the next beta will be the ability to change the player's password in a PBEM game. It will ask for the old password to check that you are the right player changing it.
There will also be a check to indicate if the PBEM save being loaded is from an end-of-turn save.




wow, do you have a life too or are you only going to further enhance AE? [:)][&o]




m10bob -> RE: Patch 06 - Public Beta - Build 1108k7 (4/7/2011 8:30:38 AM)

I still would like to someday see the ability to hover my mouse over conflicted hex and see the numerical strengths of my own units in a hex, at a glance.Of course I can get this info by opening the unit screens and in the op reports, but this feature would sure come in handy when dealing with a line of conflicted hexes grouped near one another.




BigDuke66 -> RE: Patch 06 - Public Beta - Build 1108k7 (4/7/2011 9:36:23 AM)

Speaking of tooltips, any way we can get the usual tootips aligned on the right instead of centered?




Flying Tiger -> RE: Patch 06 - Public Beta - Build 1108k7 (4/8/2011 12:51:24 AM)

and any chance of getting that hyperlink from the ops report to the relevant base/TF/unit???????




ny59giants -> RE: Patch 06 - Public Beta - Build 1108k7 (4/8/2011 7:58:56 PM)

If you have two or more units in a non-base hex, you can click on them and see the fort level. Is there a way to see what it is for a single unit in a hex??




witpqs -> RE: Patch 06 - Public Beta - Build 1108k7 (4/8/2011 8:59:57 PM)


quote:

ORIGINAL: ny59giants

If you have two or more units in a non-base hex, you can click on them and see the fort level. Is there a way to see what it is for a single unit in a hex??


Look at the upper left hand corner of the LCU display and you will find the forts for that unit (if not 0). Note that, despite what the multi-LCU display says, the fort levels for individual units vary.




Bullwinkle58 -> RE: Patch 06 - Public Beta - Build 1108k7 (4/8/2011 10:06:54 PM)


quote:

ORIGINAL: Flying Tiger

and any chance of getting that hyperlink from the ops report to the relevant base/TF/unit???????


The devs have said a couple of times that the legacy code which is AE doesn't support hyperlinks. A lot of things in the game could use it, but a lot of WITP was written in the earlier Windows eras, and there are rumors that some of the algorithms' parents go back to DOS. While I can't confirm that last, I do believe that the code is old enough to not like anything Net related.




Mac Linehan -> RE: Patch 06 - Public Beta - Build 1108k7 (4/9/2011 4:41:54 AM)

michaelm -

Am humbled and deeply appreciative of all your work - always professional and thorough.

I am in your debt, Sir -

Mac




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108k7 (4/9/2011 1:09:16 PM)

quote:

ORIGINAL: m10bob

I still would like to someday see the ability to hover my mouse over conflicted hex and see the numerical strengths of my own units in a hex, at a glance.Of course I can get this info by opening the unit screens and in the op reports, but this feature would sure come in handy when dealing with a line of conflicted hexes grouped near one another.


Will this do.
I was having difficulty in seeing how many CD guns where in hex due to many LCUs.
Notice the bottom line of box.

[image]local://upfiles/3086/B5AFA38E1A2142B09E12A3D6363C7108.jpg[/image]




berto -> RE: Patch 06 - Public Beta - Build 1108k7 (4/9/2011 1:44:24 PM)

quote:

ORIGINAL: michaelm

Will this do ... Notice the bottom line of box.

That is a great addition.

Never underestimate the power of these "little" tweaks to improve and ease playing the game. They all add up.

(If only you would add fields for XP, Morale, Fatigue & Disruption in the (toggled) Ground Units screen displays. Pretty please!)




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108k7 (4/9/2011 3:35:41 PM)


quote:

ORIGINAL: berto

quote:

ORIGINAL: michaelm

Will this do ... Notice the bottom line of box.

That is a great addition.

Never underestimate the power of these "little" tweaks to improve and ease playing the game. They all add up.

(If only you would add fields for XP, Morale, Fatigue & Disruption in the (toggled) Ground Units screen displays. Pretty please!)

Already done.
There is an additional column showing the TOE delay time as I find it hard to know when TOE will upgrade without having to look through each unit.

[image]local://upfiles/3086/E3B22C436ED8449CA825778A25F5CD2E.jpg[/image]




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