RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (Full Version)

All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support



Message


FatR -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/28/2011 8:09:18 PM)

Never mind, double post...




FatR -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/28/2011 8:11:08 PM)

quote:

ORIGINAL: michaelm


The upgrades has another set of filters ("Allowed to upgrade/Not allowed to upgrade) that show those set to Yes, or those set to No.

Where I can find these? I can see only old "Allow/No upgrades for ships on this list buttons on the port screen...

Reattaching the file.




witpqs -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/28/2011 10:29:16 PM)

Highlighted text in the upper left area of the list header (no button).




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/29/2011 10:43:47 AM)


quote:

ORIGINAL: FatR

quote:

ORIGINAL: michaelm


The upgrades has another set of filters ("Allowed to upgrade/Not allowed to upgrade) that show those set to Yes, or those set to No.

Where I can find these? I can see only old "Allow/No upgrades for ships on this list buttons on the port screen...

Reattaching the file.

There must some server issue. It can't find the file - http error. I think that other people are suffering the same thing for other server files.




Itdepends -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/29/2011 12:02:46 PM)

Now in June 1942 I've noticed that the ships due upgrade filter is showing ships due upgrade in 1943 when I click on the "show ships due upgrade" button. Using latest beta (P9)
Anyone else noticed the same thing?




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/29/2011 12:07:43 PM)


quote:

ORIGINAL: Theages

Using latest beta (q1).
There seems to be display bug on the task force creation screen.
Adding previously converted APDs (standard DDs or CL, CA are OK) to a fast transport TF doesn't increase the shown troop and cargo capacity.
When you try to load troops on the created TF, the correct values are shown.


Not related to the beta changes, has been this way from what I can see. There are several other classes that seem to have cargo space and can be in FT, but don't update those figures either.




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/29/2011 12:12:52 PM)

quote:

ORIGINAL: Itdepends

Now in June 1942 I've noticed that the ships due upgrade filter is showing ships due upgrade in 1943 when I click on the "show ships due upgrade" button. Using latest beta (P9)
Anyone else noticed the same thing?

Added Ship due upgrade time filters to the Ship List screens
There are additional filters that allow you to see upgrades at various stages depending on what you want. Some players felt that they had lost the ability to see some upgrades.

Upgrades can be filter to
a) Show if ship upgrade is allowed or not
b) For Time of upgrade - Overdue, This month, Next month, +2 months, >2 months or All.

This should satisfy almost all needs to see upgrades.[;)]

[image]local://upfiles/3086/81DC57A37E0C4289811B78E46B7317E1.jpg[/image]




Itdepends -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/29/2011 12:22:11 PM)

Bugger sorry Michael- should have read the release notes.

Daniel




ny59giants -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/29/2011 2:38:35 PM)

When you pull up "Active Ships @ name a port," the right hand column has "Ships Due Upgrade" (49) was only showing those ships that were overdue. Now, it shows every ship that is due a upgrade in the future. It was very helpful went it showed only those overdue, but now it isn't.

[image]local://upfiles/15133/5BE11D44145849288CF0A38CC5F88BB4.jpg[/image]




PaxMondo -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/29/2011 2:48:24 PM)

Should be able to click through the settings using the toggle ...




bk19@mweb.co.za -> RE: Patch 06 - Public Beta - Build 1108q1 updated 28 August (2nd part) (8/29/2011 6:17:11 PM)

quote:

ORIGINAL: michaelm
[1108q1]
Fixed Bug not letting land based groups see all plane upgrades [MEM]
Tweaked River crossing for total hex control [MEM]
Added Stacking limit check to army lists - RED location for overstacked [MEM]
Added Show current stacking level if max stack value applies to player on mouseover [MEM]
Fixed Industry Management not expanding (1)x0 size industry [MEM]
Fixed Carry over withdraw type to editor subunits [MEM]


Has this Q1 patch been released yet? The last patch I can find a link to is in #457 (of this thread) which is for 1108p9d. According to posting #479, Theages writes that he is using this patch, yet I am unable to track it down.

MichaleM; please direct me to the correct location to fetch this.

Have a nice day!!!!




ny59giants -> RE: Patch 06 - Public Beta - Build 1108q1 updated 28 August (2nd part) (8/29/2011 6:27:20 PM)

Go to bottom of first post on page 1 for newest Beta Patch download.




bk19@mweb.co.za -> RE: Patch 06 - Public Beta - Build 1108q1 updated 28 August (2nd part) (8/29/2011 6:36:00 PM)

Aha... thank you indeed....




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/30/2011 11:54:54 AM)


quote:

ORIGINAL: FatR

I've encountered a strange thing during resolution of the turn attached to this post - mines at Bataan that just damaged my LSD seems unsweepable. At least, the minesweeper TF that hangs there tried to find them for over a week. Is this a bug?



To sweep the hex, the destination of the TF should be the hex to be swept. It then sweeps that hex and surrounding ones if not a Local MS mission. This has been how MS TFs have been used in the past.

I changed the TF to Bataan and set it to 'No retire', and it started sweeping.

Setting a patrol area does not satisfy the requirement to 'be in the destination hex or sea hex'.




bk19@mweb.co.za -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/30/2011 5:21:34 PM)


quote:

ORIGINAL: michaelm
...snip....

Setting a patrol area does not satisfy the requirement to 'be in the destination hex or sea hex'.


Wow... what a great suggestion Michael. How long will it take you to implement this very useful feature??[sm=00000436.gif]




jmalter -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/30/2011 8:06:55 PM)

hi bk19,

someone'll correct me if i'm wrong, but i believe that the sweep behavior michaelm described in post #494 is 'how it works now," he doesn't need to make a change, you do!

check the orders for your MSW TF - just t'other day i was getting exercised that an MSW TF of mine was slacking off its duty in Hong Kong - i admired its TF screen & discovered it was sitting in the hex w/ 'no destination set' & 'do not retire' - i set its destination to 'Hong Kong' & 'retirement allowed', and the TF swept the minefield during the following night turn & set sail back to Haiphong in the day turn.





jmalter -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/30/2011 8:27:08 PM)

hi michaelm,

could you check out this prob? it occurs in all the stock & beta releases.

when a TF arrives or is created in a port, & gets refueled/rearmed (either automatically or manually), it uses a certain # of Ops points. But if that TF is just left to sit (not disbanded or sent somewhere), its TF display doesn't clear the Ops back to 0 on succeeding turns.

In the attached file, TF 42 in San Francisco has been sitting there for weeks, displaying the same 80 Ops.




Lecivius -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/30/2011 9:02:54 PM)

I am still having a 8 second delay on every action taken at night.  Bombers come in, animation opens.  8 seconds later animation plays.  If I close the animation box, 8 seconds for the animation box to close.  Then 8 seconds before the combat report displays.  Always takes an 8 count. And only for night 12 hour pulse.  Day pulse actions work fine.

Is this me, or a game issue?




DD696 -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/30/2011 9:38:38 PM)

Superb job, michaelm -

I started my latest game against the AI on the 5th of August using the beta patches as they come out, and have progressed to a game date of 18 August 1942. The thing I have noticed about pilot training now is that with the US bomber groups starting out with a size of 8, that allows for ten pilots to be trained. So they train and train and train and by the time they are about ready to be released for front line duty the bomber groups re-size to 12 and you have to draw new pilots to fill them out, and as these pilots are fresh out of TRACOM they have minimal skills. So now I can draw two, or up to six additional pilots for each group (raw pilots) and am now faced with spending many more months to train them up to send them to the front.

Would it be possible to allow these groups that re-size (8 planes & 10 pilots) to initially draw a minimum of the pilots required for the next squadron resize (12 planes) so that when Aug 42 rolls around there are sufficient trained pilots? In other words, could the groups that start out at 8 planes be allowed to draw a max of 12 pilots initially to train? This would not impact the too-many-pilots issue you are trying to resolve at end-game, and would allow the training of the number of pilots required in the initial months of the war knowing that in Aug 42 they will re-size to 12. The next re-size in the later stages of the war to 16 would work OK under the new parameters since when you have 12 planes you can have 16 pilots, so you do have the opportunity then to get some more pilots trained up for when that re-size occurs.




PaxMondo -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/30/2011 10:01:28 PM)


quote:

ORIGINAL: DD696
Would it be possible to allow these groups that re-size (8 planes & 10 pilots) to initially draw a minimum of the pilots required for the next squadron resize (12 planes) so that when Aug 42 rolls around there are sufficient trained pilots? In other words, could the groups that start out at 8 planes be allowed to draw a max of 12 pilots initially to train? This would not impact the too-many-pilots issue you are trying to resolve at end-game, and would allow the training of the number of pilots required in the initial months of the war knowing that in Aug 42 they will re-size to 12. The next re-size in the later stages of the war to 16 would work OK under the new parameters since when you have 12 planes you can have 16 pilots, so you do have the opportunity then to get some more pilots trained up for when that re-size occurs.



This sounds more like a data change request. YOu need to post this in the Air Thread on the main page.




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/31/2011 10:46:26 AM)


quote:

ORIGINAL: jmalter

hi michaelm,

could you check out this prob? it occurs in all the stock & beta releases.

when a TF arrives or is created in a port, & gets refueled/rearmed (either automatically or manually), it uses a certain # of Ops points. But if that TF is just left to sit (not disbanded or sent somewhere), its TF display doesn't clear the Ops back to 0 on succeeding turns.

In the attached file, TF 42 in San Francisco has been sitting there for weeks, displaying the same 80 Ops.

The ship Ops gets reset twice a turn.

I would say it spending them on something. I'll have a look and see what.




m10bob -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/31/2011 12:01:25 PM)

Here is another "port-related" glitch I am encountering with the latest beta....

When I go to the ship repair screen and try to delegate "pierside, repair ship, shipyard", it now takes 16 to 18 seconds for the cpu to register my changes, each...(I timed them)..Just time-consuming.........Love the improvements though..




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/31/2011 12:48:32 PM)


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: jmalter

hi michaelm,

could you check out this prob? it occurs in all the stock & beta releases.

when a TF arrives or is created in a port, & gets refueled/rearmed (either automatically or manually), it uses a certain # of Ops points. But if that TF is just left to sit (not disbanded or sent somewhere), its TF display doesn't clear the Ops back to 0 on succeeding turns.

In the attached file, TF 42 in San Francisco has been sitting there for weeks, displaying the same 80 Ops.

The ship Ops gets reset twice a turn.

I would say it spending them on something. I'll have a look and see what.


The TF is being refuelled at the end of each turn. All ships show 100% fuel.




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/31/2011 1:10:21 PM)


quote:

ORIGINAL: m10bob

Here is another "port-related" glitch I am encountering with the latest beta....

When I go to the ship repair screen and try to delegate "pierside, repair ship, shipyard", it now takes 16 to 18 seconds for the cpu to register my changes, each...(I timed them)..Just time-consuming.........Love the improvements though..

Time is probably due to the fact the whole repair time has to be recalculated for all ships under repair in the base to get new repair times. It is a factor of number of ships under repair, resources in base, number of cycles it needs to go thru to get the timings.

Before the last build or two, it only re-calculated the repair times of the ship being changed. But the other ships under repair also could have had their times changed by re-allocation of resources, but this was not reflected in more up to date estimates for the other ships. Sometimes clicking on the ship would update the numbers but not always.

It might just be me, but I have noticed that it seems to be faster clicking on the words of the 'Repair estimates' row, than cycling thru the values in the 'Repair allocate' column.

If this is still a problem, then I can revert back to the old method as long as players realize that the estimates can be more wrong than now.




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/31/2011 1:12:08 PM)


quote:

ORIGINAL: jmalter

hi bk19,

someone'll correct me if i'm wrong, but i believe that the sweep behavior michaelm described in post #494 is 'how it works now," he doesn't need to make a change, you do!

check the orders for your MSW TF - just t'other day i was getting exercised that an MSW TF of mine was slacking off its duty in Hong Kong - i admired its TF screen & discovered it was sitting in the hex w/ 'no destination set' & 'do not retire' - i set its destination to 'Hong Kong' & 'retirement allowed', and the TF swept the minefield during the following night turn & set sail back to Haiphong in the day turn.



Correct. The behaviour I mentioned IS the way it works and always has. Even back in the original.




Shark7 -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/31/2011 6:15:18 PM)

OK guys, I've got what is probably a stupid question about the stockpiling and how it works.

Basically, can I use the stockpiling function to set a port as the main pick-up location for an island IE, will it draw all the resource/oil to the location then let me load it? Or am I wrong in thinking how this works?

What I'm thinking is 1 large convoy to a single port as opposed to a bunch of little convoys to a bunch of ports (easier to protect 1 area).




m10bob -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/31/2011 6:16:37 PM)


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: m10bob

Here is another "port-related" glitch I am encountering with the latest beta....

When I go to the ship repair screen and try to delegate "pierside, repair ship, shipyard", it now takes 16 to 18 seconds for the cpu to register my changes, each...(I timed them)..Just time-consuming.........Love the improvements though..

Time is probably due to the fact the whole repair time has to be recalculated for all ships under repair in the base to get new repair times. It is a factor of number of ships under repair, resources in base, number of cycles it needs to go thru to get the timings.

Before the last build or two, it only re-calculated the repair times of the ship being changed. But the other ships under repair also could have had their times changed by re-allocation of resources, but this was not reflected in more up to date estimates for the other ships. Sometimes clicking on the ship would update the numbers but not always.

It might just be me, but I have noticed that it seems to be faster clicking on the words of the 'Repair estimates' row, than cycling thru the values in the 'Repair allocate' column.

If this is still a problem, then I can revert back to the old method as long as players realize that the estimates can be more wrong than now.



Never even considered that michael, but that port DID have a lot of ships with damage, maybe near 30?..Stands to reason..I live in a world of instant gratification!!!![:D]




witpqs -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (8/31/2011 7:39:03 PM)

I also would vote for keeping it the way it is. As Bob points out, when you know there are a lot of ship being repaired, that will take a few seconds. I would rather have good info and wait the seconds.




PaxMondo -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (9/1/2011 1:18:01 AM)


quote:

ORIGINAL: witpqs

I also would vote for keeping it the way it is. As Bob points out, when you know there are a lot of ship being repaired, that will take a few seconds. I would rather have good info and wait the seconds.

+1




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (9/1/2011 12:02:41 PM)


quote:

ORIGINAL: Shark7

OK guys, I've got what is probably a stupid question about the stockpiling and how it works.

Basically, can I use the stockpiling function to set a port as the main pick-up location for an island IE, will it draw all the resource/oil to the location then let me load it? Or am I wrong in thinking how this works?

What I'm thinking is 1 large convoy to a single port as opposed to a bunch of little convoys to a bunch of ports (easier to protect 1 area).


Stockpiling refers to not releasing any surplus supply/resource/etc. If any is pulled to the base, it will stay there.




Page: <<   < prev  15 16 [17] 18 19   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.75