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

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LowCommand -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (9/28/2011 1:32:49 AM)

OK, here's TF24 in the transfer screen - this time only 2 of the 23 ships show up.


[image]local://upfiles/7393/D81A6C4263B2446ABB4D9B74BB673384.jpg[/image]




pompack -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (9/28/2011 2:52:39 AM)

I THINK the problem is that the other ships have cargo that they are currently unloading. Try cancel unload and then try the transfer again




LowCommand -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (9/28/2011 3:20:44 AM)


Nope pompack. The two SC's don't have any cargo and they are not showing up. I hadn't thought about that aspect though. I also have had problems transfering the ships that do show up. I forget what I did, but it was something like grab the ships I wanted using the transfer screen for a different TF.




ckammp -> RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part) (9/28/2011 3:42:29 AM)


quote:

ORIGINAL: LowCommand


Nope pompack. The two SC's don't have any cargo and they are not showing up. I hadn't thought about that aspect though. I also have had problems transfering the ships that do show up. I forget what I did, but it was something like grab the ships I wanted using the transfer screen for a different TF.



The screen shows 1300 ships availablefor transfer; at a size 3 (max 4) port,you might somehow have run out of room to transfer any more than 2 ships from the TF.




ckammp -> RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part) (9/28/2011 3:48:31 AM)


quote:

ORIGINAL: Theages

I stumbled over a minor glitch (bug).
Load up the attached save (japanese side)
Seek out Okamoto Det in Truk.
Open pilot's data view.
Mouse over the pilot 'LT Ohara U.'
'Click to make active' is shown.
Left clicking results in the question, if the pilot should be sent to general reserve. Right clicking results in asking, if the pilot should be made active.

Shouldn't the mouse over read 'left click to send to general reserve' and 'right click make active' ?

A comparison with 17th KuT-1 (also at Truk) shows the correct mouse over info (eg. LCDR Sagara S.)




The Okamoto Det is scheduled for withdraw, the 17th KuT-1 is not; air units scheduled for withdraw show a different text if you mouse over the pilots' name.
Since this is the same for both the beta patch and the latest official version of AE, I don't believe it is a bug.




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part) (9/28/2011 10:38:20 AM)


quote:

ORIGINAL: Theages

I stumbled over a minor glitch (bug).
Load up the attached save (japanese side)
Seek out Okamoto Det in Truk.
Open pilot's data view.
Mouse over the pilot 'LT Ohara U.'
'Click to make active' is shown.
Left clicking results in the question, if the pilot should be sent to general reserve. Right clicking results in asking, if the pilot should be made active.

Shouldn't the mouse over read 'left click to send to general reserve' and 'right click make active' ?

A comparison with 17th KuT-1 (also at Truk) shows the correct mouse over info (eg. LCDR Sagara S.)


Withdrawing groups will have a different mouse over if the number of pilots is less than group size. In the case you are referring to, the mouse over is being incoorectly generated from the wrong variable.




LowCommand -> RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part) (9/28/2011 2:16:29 PM)


Ckammp, too many TF's, not enought room, is probably not the problem - the transfer screen works as expected for most other TF's at that port. Besides, I think I had the problem at a different port with only three TF's present. That time I worried, but didn't see anybody else talking about it, so I just kept going. I'm a little shy about posting problems. I've discovered that AE has many undocumented features. I thought I'd found a bug with ground attack, only it was WAD. If you order a ground attck mission and there is nothing to attack, why, funny the AC will attack elswhere. The AC will also not attack if the "comander" decides the target is not worth attacking (that is, does a ground attack on "comanders descression," instead of as ordered.)





michaelm75au -> RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part) (9/28/2011 2:37:22 PM)

Did you post a save?




LowCommand -> RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part) (9/28/2011 3:03:21 PM)


The save wpae190.zip should be attached




Ginella1946 -> RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part) (9/28/2011 6:56:35 PM)

yes we did it !
pbem will start again after reinstalling for my opponent!
for me ,i'm playng another game in q3 !
nevertheless, updating is very hazardous [:D]




zuluhour -> RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part) (9/28/2011 8:12:12 PM)

It doesn't extract the way his weekend ones do. Just unzip the dll and exe to the WitPAE Beta2 folder.

How exactly do i do this? ref: mid week q5a

computer illiterate

Please disregard, it is in the past.[;)]




Shark7 -> RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part) (9/29/2011 7:38:46 AM)

OK, ran into an issue with rebuilding ground forces:

Lost one of the RGC chinese units and rebuilt it. The problem is that this is a permanently restricted unit made up of chinese puppet squads, but reforms in Tokyo and can not be moved back to China where its HQ is, nor can its HQ be changed to allow it to move.

Suggestions:

1. Have these units reform where they HQ is located, not at Tokyo (or whatever the national arrival point is for Allied units).

or

2. Simply dissallow the reforming of permanently restricted units.

or

3. Reformed units set to a standard HQ (for example Southern Army) so they can be moved back to where they go.




Chris21wen -> RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part) (9/29/2011 11:20:46 AM)

Nadzab (98,125) has a port that you can't get to.




Chris21wen -> RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part) (9/30/2011 12:16:00 PM)

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.



[image]local://upfiles/5388/6E613DB9B7134E12B4355C1FCF6976C2.jpg[/image]




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part) (9/30/2011 4:55:59 PM)

quote:

ORIGINAL: LowCommand


The save wpae190.zip should be attached


The total number of ships in the hex exceeds the size that the screen can handle (1300 is the magic number). The reason other TFs appear to work is that the ships in them are within the 1300 ceiling. Most of the ships in TF24 seem to be over the limit and can't be shown.
This limit (which was originally 1000) was raised to 1300 during beta.

[edit]
I have found a way to show all the ships in the TF.




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part) (9/30/2011 5:15:37 PM)


quote:

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.


Can't really tell from picture.
Save?




LowCommand -> RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part) (10/1/2011 1:03:11 AM)

We thank you so much for your work. I'm sorry that this is the workup for the last patch. Yea, it's got to end some time, but...

Still, you are doing great work. We all thak you!

From the way you fixed the problem I found, I guess that AE doesn't have any way to display a "Too Many Ships" error.





PaxMondo -> RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part) (10/1/2011 5:27:21 AM)


quote:

ORIGINAL: michaelm

quote:

ORIGINAL: LowCommand


The save wpae190.zip should be attached


[edit]
I have found a way to show all the ships in the TF.

Great News!!

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




Chris21wen -> RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part) (10/1/2011 10:56:25 AM)


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.


Can't really tell from picture.
Save?


Attached





michaelm75au -> RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part) (10/1/2011 1:10:47 PM)

quote:

ORIGINAL: Chris H


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.


Can't really tell from picture.
Save?


Attached



The AR can't be used as it is under repairs - shows 4 days remaining in the repair screen.
Could it have been a conversion/upgrade?

[edit]
The 'Repair ship' option should not really be there as the AR should not be operational.
I have added the extra test that is being used when trying to assign the AR so it will not show up on the screen.




Chris21wen -> RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part) (10/1/2011 5:12:29 PM)


quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Chris H


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.


Can't really tell from picture.
Save?


Attached



The AR can't be used as it is under repairs - shows 4 days remaining in the repair screen.
Could it have been a conversion/upgrade?

[edit]
The 'Repair ship' option should not really be there as the AR should not be operational.
I have added the extra test that is being used when trying to assign the AR so it will not show up on the screen.



Partly me then. I did notice this but thought it had to have 50% total damage to stop functioning. It must have picked the damage up on route from Pago.




JeffroK -> RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part) (10/1/2011 10:56:56 PM)

quote:

ORIGINAL: Chris H

Nadzab (98,125) has a port that you can't get to.

Yeah, I saw this too but if you cant drive a ship there it doesnt hurt.
Probably more in Andrew Browns line of corrections.




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part) (10/2/2011 5:59:56 AM)


quote:

ORIGINAL: JeffK

quote:

ORIGINAL: Chris H

Nadzab (98,125) has a port that you can't get to.

Yeah, I saw this too but if you cant drive a ship there it doesnt hurt.
Probably more in Andrew Browns line of corrections.

I have posted this to the the Map thread.




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part) (10/3/2011 10:08:56 AM)

There has been changes to rebuilding static groups, similar to LCUs.
Also if a static attached group or LCU arrives, and the national base is no longer available, it will usually be released from the static restriction (in the case of the LCU, it will be changed to 'temporary restricted') and arrive at the national base of the HQ it is attached to.
The cost to rebuild some restricted groups is high, and gets higher once the national base is no longer available.

[1108q6]
Fixed No planes, no torpedo ordnance available [MEM]
Tweak Added option to release most EXP pilots from group [MEM]
Tweak Limit offmap movement of restricted groups by ship to sea-locked base only [MEM]
Tweak Skip ACS loading if not at destination base [MEM]
Fixed Player's ACS TFs could be re-directed by AI [MEM]
Tweak Allow CS TF to leave base when not enough fuel if destination has fuel [MEM]
Fixed Suppress AR from being operational if AR has any repair delays [MEM]
Tweak Disbanding/withdrawing groups with no national home base will release static attachment [MEM]
Higher PP cost to reform some static/resticted destroyed groups; some can't be reformed [MEM]
Fixed Mouse over on Pilot List sometimes gave wrong info [MEM]
Tweak LCU arrival base when no national base [MEM]
Fixed Retained original delay on LCU if enemy still holds base at screnario start; random delay time could cause unit to return to national base [MEM]
Fixed Restored LCU image on small land unit screen (like reinforcements) [MEM]
Fixed Allow more ships to show in TF transfer screen [MEM]





drw61 -> RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part) (10/3/2011 1:42:36 PM)

michaelm  once again thank you so much, your dedication is amazing!  [&o][&o][&o][&o]

Daryl




Shark7 -> RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part) (10/3/2011 3:01:39 PM)


quote:

ORIGINAL: michaelm

There has been changes to rebuilding static groups, similar to LCUs.
Also if a static attached group or LCU arrives, and the national base is no longer available, it will usually be released from the static restriction (in the case of the LCU, it will be changed to 'temporary restricted') and arrive at the national base of the HQ it is attached to.
The cost to rebuild some restricted groups is high, and gets higher once the national base is no longer available.

[1108q6]
Fixed No planes, no torpedo ordnance available [MEM]
Tweak Added option to release most EXP pilots from group [MEM]
Tweak Limit offmap movement of restricted groups by ship to sea-locked base only [MEM]
Tweak Skip ACS loading if not at destination base [MEM]
Fixed Player's ACS TFs could be re-directed by AI [MEM]
Tweak Allow CS TF to leave base when not enough fuel if destination has fuel [MEM]
Fixed Suppress AR from being operational if AR has any repair delays [MEM]
Tweak Disbanding/withdrawing groups with no national home base will release static attachment [MEM]
Higher PP cost to reform some static/resticted destroyed groups; some can't be reformed [MEM]
Fixed Mouse over on Pilot List sometimes gave wrong info [MEM]
Tweak LCU arrival base when no national base [MEM]
Fixed Retained original delay on LCU if enemy still holds base at screnario start; random delay time could cause unit to return to national base [MEM]
Fixed Restored LCU image on small land unit screen (like reinforcements) [MEM]
Fixed Allow more ships to show in TF transfer screen [MEM]




Glad to see the bolded part. Definately needed that change if restricted units were allowed to rebuild. [:)] The higher PP cost to rebuild a restricted unit also seems quite fair to me.




PaxMondo -> RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part) (10/3/2011 4:56:02 PM)


quote:

ORIGINAL: michaelm

There has been changes to rebuilding static groups, similar to LCUs.
Also if a static attached group or LCU arrives, and the national base is no longer available, it will usually be released from the static restriction (in the case of the LCU, it will be changed to 'temporary restricted') and arrive at the national base of the HQ it is attached to.
The cost to rebuild some restricted groups is high, and gets higher once the national base is no longer available.

[1108q6]
Fixed No planes, no torpedo ordnance available [MEM]
Tweak Added option to release most EXP pilots from group [MEM]
Tweak Limit offmap movement of restricted groups by ship to sea-locked base only [MEM]
Tweak Skip ACS loading if not at destination base [MEM]
Fixed Player's ACS TFs could be re-directed by AI [MEM]
Tweak Allow CS TF to leave base when not enough fuel if destination has fuel [MEM]
Fixed Suppress AR from being operational if AR has any repair delays [MEM]
Tweak Disbanding/withdrawing groups with no national home base will release static attachment [MEM]
Higher PP cost to reform some static/resticted destroyed groups; some can't be reformed [MEM]
Fixed Mouse over on Pilot List sometimes gave wrong info [MEM]
Tweak LCU arrival base when no national base [MEM]
Fixed Retained original delay on LCU if enemy still holds base at screnario start; random delay time could cause unit to return to national base [MEM]
Fixed Restored LCU image on small land unit screen (like reinforcements) [MEM]
Fixed Allow more ships to show in TF transfer screen [MEM]



AMAZING!!

Thanks Michael for the outstanding support.

"Fixed Allow more ships to show in TF transfer screen [MEM]"
This one in particular will really help late game turns. Much appreciated.




Chris21wen -> RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part) (10/3/2011 5:25:02 PM)

Suggestion

When creating a TF is it possible for the ship mouseover to also show the air units (CV/CVL/CVE) stationed on the ship. Reason I ask is I have difficulty in remembering which CVEs have replacement groups and which don't.




steamboateng -> RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part) (10/3/2011 7:59:16 PM)

This may be a dumb question, but how do I open the Beta dl files so that I only install changed files to the Beta2 folder. The dl is an exe. file after extracting, and wants to install all.




mikkey -> RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part) (10/3/2011 8:09:48 PM)

thanks michaelm for your amazing support




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