RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (Full Version)

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witpqs -> RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (1/4/2012 8:24:24 PM)

See Andrew Brown's page on it (he is/was the map developer for AE):

https://sites.google.com/site/extendedartwitpae/

Here is another look at it at the Babes web site:
https://sites.google.com/site/dababeswitpae/map-and-art

FYI, here is the main link for the Babes web site:
https://sites.google.com/site/dababeswitpae/home

John and Andrew do a great job of explaining things so I won't mess you up by trying to recreate explanations here. There are Babes threads in the Scenario Development sub-forum for AE so you can ask any specific questions there (or open a new thread there) and lots of people will jump in to answer them.




Rainer -> RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (1/4/2012 8:40:20 PM)

Great!
Thanks a lot [:)]




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (1/5/2012 12:15:28 PM)

Fixed LCU leader being lost on landing fragment swap [MEM]
Fixed Multiple sub-units being in same TF being mergred [MEM]

For the loss of LCU leaders and sub-units




PaxMondo -> RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (1/5/2012 12:29:16 PM)

Thanks Michael!

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




witpqs -> RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (1/5/2012 7:13:28 PM)

Michael,

A minor interface problem with that r7a build. See the attached save game. Go to San Francisco. Open the base and then the ground unit list. You will see many units with their supply values listed in red, which indicates low supply, but they all (that I looked at) have requested supply levels.




michaelm75au -> RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (1/6/2012 5:23:31 AM)

Yep. Indicator gets set but not cleared between units.




JeffroK -> RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (1/7/2012 9:42:37 PM)

Re the changes to the night bombing processes which caused aircraft to abort or come in dribbles.

What has been everyones observations?

I have tried Downfall scenario and in attempting close to 1000 B29 sorties over 3 days from Guam, Tinian & Saipan on Tokyo have only seen 12 sorties arrive.
Maybe there are too many poor modifiers at such a range but is it a bit too much and needs a tweak.

There have been larger AI (10-20 per flight) numbers flying at shorter ranges, but as I dont know all of the numbers cant comment.




jcjordan -> RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (1/8/2012 1:11:55 AM)

This is a scen#1 savegame of allied vs AI started under original release but patched through 1108r6e so it's been played under many version if that has any effect on problem. For some reason anytime I have a unit capable of doing a supply transport mission at Truk for some reason during the turn execution, the AI will set those air units to fly supply to Marcus Is which is under IJ control [&:]

Attached is the savegame before execution, you will seee that the A-26 units are stood down but after turn execution, they're flying transports to Marcus Is ????




jcjordan -> RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (1/8/2012 1:15:56 AM)

this is the savegame after turn execution from above & a few of the A26 units are now flying supply missions to Marcus Is




awaw -> MP exe (1/8/2012 5:17:12 AM)

I just realised that to make use of the expanded pilot array, i needed to use another executable. duh......

Anyway, when i tried to launch WitPAEMP, i received an error:
quote:

cannot find PW data
. How do I get this file, and where to place it?

Thanks




michaelm75au -> RE: MP exe (1/8/2012 6:15:19 AM)

Take a copy of your beta shortcut and change the properties to use the MP exe.

The directory to start in has to be the main install directory where all the data files are.




Califvol -> RE: MP exe (1/10/2012 5:43:21 AM)

With the latest version I am consistently getting a failure to desktop when a turn executes. It may go two turns but no more than that before the game dumps during the execution phase. If you reload the turn save it dumps again. I am running the latest version of XP, and have no idea how to up load a game save.

Note- the other versions/updates did not have this bug.




michaelm75au -> RE: MP exe (1/10/2012 6:42:47 AM)

If you have a consistent save that dumps, please zip it up and attach in this thread.
Thanks




Califvol -> RE: MP exe (1/10/2012 7:33:58 AM)

Unfortunately, I have nary a clue how to do such a thing.

All I get is that a fake path is not supported.




cantona2 -> RE: MP exe (1/10/2012 9:40:13 AM)

Herb and I are about to upgrade our game to the latest Beta. I am correct in assuming that the installer will automatically install the new exe into the AE folder? Once this is done do we then run the game via the new shortcut that is placed on the desktop?




Rainer -> RE: MP exe (1/10/2012 10:11:49 AM)

quote:

I am correct in assuming that the installer will automatically install the new exe into the AE folder?


No. The EXE will be installed in a (new) folder called BETA2 (which is a sub folder of AE).
The start up parameter of this EXE will point to the AE root folder in order to activate the correct pws file.
In other words: it's all automatic and you don't have to do anything if you execute the game from the shortcut (your next question).

quote:

Once this is done do we then run the game via the new shortcut that is placed on the desktop?

Yes. However, you should be aware that this (new) shortcut contains the -w parameter (windowed). If you want to run the game with different setup/resolution you may want to copy and paste the parameters from your previous version.





michaelm75au -> RE: MP exe (1/10/2012 10:57:36 AM)

The idea behind this beta install is to allow you to use the beta without impacting use of the official version.

BTW, you can use the same principle if you want to keep playing different versions of the EXE.

Just
(a) Create a sub-directory and copy the EXE to it before upgrading.
(b) Make a copy of the AE (Quick Start) shortcut.
(c) Change the target to the EXE in the new sub-directory.

And you should be able to keep using the older version.




awaw -> RE: MP exe (1/10/2012 11:56:06 AM)


quote:

ORIGINAL: michaelm

Take a copy of your beta shortcut and change the properties to use the MP exe.

The directory to start in has to be the main install directory where all the data files are.





This solved my problem, tyvm!




witpqs -> RE: MP exe (1/10/2012 1:59:40 PM)

quote:

ORIGINAL: Califvol

Unfortunately, I have nary a clue how to do such a thing.

All I get is that a fake path is not supported.


When is it that you are getting that message? Do you mean you get that message when you try to save the game? Or when you try to make the .zip file? Or when you try to upload it to the forum?




Califvol -> RE: MP exe (1/11/2012 3:10:38 AM)

Of course life works this way.

I figured out how to get a saved game uploaded correctly. Hooray for the slow guy.

But to be sure, I replayed the saved game.

Guess what? Now it runs fine! So, it's an inconsistent problem that acted consistently last night, but not now. Reminds me of taking your car to a mechanic.

I don't think it will do any good to look at a saved file that appears to run fine.

Thanks anyway!




michaelm75au -> Updated build 1108r7b (1/11/2012 8:05:10 AM)

[1108r7]
Fixed Cargo capacity for resources not fully used [MEM]
Fixed Naval groups on delayed ships shown on lists [MEM]
Fixed No pilot replacement selection from trainee [MEM]
Fixed Releasing one veteran pilot causes needed pilot count to go to zero [MEM]
Added Mouse-over on keep/upgrade factory will show the next air/device and when it it is due [MEM]
Fixed CS Convoy would not necessarily return to the correct destination when waypoints used [MEM]
Fixed For CS, not being docked at home base causes confusion for return trip [MEM]
Fixed LCU leader being lost on landing fragment swap [MEM]
Fixed Multiple sub-units being in same TF being merged [MEM]
Fixed Ship building at captured enemy base could be cancelled incorrectly [MEM]
Fixed Invasion auto-bombardment exhausting supply. Auto based on available supply [MEM]





Omat -> RE: Updated build 1108r7b (1/11/2012 11:57:21 AM)

shame on me




Omat -> RE: Updated build 1108r7b (1/11/2012 11:58:22 AM)

shame on me




Dan Nichols -> RE: Updated build 1108r7b (1/11/2012 12:11:14 PM)

Most of the Regiment in on TF 72, one hex east of Pago Pago.

Notice that there is a line at the bottom left that says "Unit Organization of 2nd Marine Division" and it is bright white with a button on the left. Pressing that button will tell you where all the fragments are.




Omat -> RE: Updated build 1108r7b (1/11/2012 12:15:42 PM)

Hello

Thank you. I missed that and thought it was a problem.. shame on me

Omat
quote:

ORIGINAL: Dan Nichols

Most of the Regiment in on TF 72, one hex east of Pago Pago.

Notice that there is a line at the bottom left that says "Unit Organization of 2nd Marine Division" and it is bright white with a button on the left. Pressing that button will tell you where all the fragments are.





Freedom205 -> RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part) (1/12/2012 1:20:19 AM)

trying to install the r6e patch so I can sync with my opponent. when I double click on the downloaded file I get a " cant find pw data" message. I have both the public beta and michaelm beta shortcuts. thanks in advance

Mike




jcjordan -> RE: Updated build 1108r7b (1/12/2012 3:14:01 AM)


quote:

ORIGINAL: michaelm

[1108r7]
Fixed Cargo capacity for resources not fully used [MEM]
Fixed Naval groups on delayed ships shown on lists [MEM]
Fixed No pilot replacement selection from trainee [MEM]
Fixed Releasing one veteran pilot causes needed pilot count to go to zero [MEM]
Added Mouse-over on keep/upgrade factory will show the next air/device and when it it is due [MEM]
Fixed CS Convoy would not necessarily return to the correct destination when waypoints used [MEM]
Fixed For CS, not being docked at home base causes confusion for return trip [MEM]
Fixed LCU leader being lost on landing fragment swap [MEM]
Fixed Multiple sub-units being in same TF being merged [MEM]
Fixed Ship building at captured enemy base could be cancelled incorrectly [MEM]
Fixed Invasion auto-bombardment exhausting supply. Auto based on available supply [MEM]




If I see correctly there's not a MP version in that download & it's a exe not a patch to run?




michaelm75au -> RE: Updated build 1108r7b (1/12/2012 10:09:09 AM)

Due to some personal issues, I wasn't able to do the normal installer.
I will create an installer for this on Saturday (my time).




PaxMondo -> RE: Updated build 1108r7b (1/12/2012 11:22:42 AM)


quote:

ORIGINAL: michaelm

[1108r7]
Fixed Cargo capacity for resources not fully used [MEM]
Fixed Naval groups on delayed ships shown on lists [MEM]
Fixed No pilot replacement selection from trainee [MEM]
Fixed Releasing one veteran pilot causes needed pilot count to go to zero [MEM]
Added Mouse-over on keep/upgrade factory will show the next air/device and when it it is due [MEM]
Fixed CS Convoy would not necessarily return to the correct destination when waypoints used [MEM]
Fixed For CS, not being docked at home base causes confusion for return trip [MEM]
Fixed LCU leader being lost on landing fragment swap [MEM]
Fixed Multiple sub-units being in same TF being merged [MEM]
Fixed Ship building at captured enemy base could be cancelled incorrectly [MEM]
Fixed Invasion auto-bombardment exhausting supply. Auto based on available supply [MEM]



Michael,

Thanks for the great support!!!

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




Theages -> RE: Updated build 1108r7b (1/12/2012 3:32:01 PM)

If I may humbly suggest an enhancement for the "aircraft located at a base" screen:
Currently it shows base admin info and stacking info.
Would it be possible to add a line for air support at location? There seems to be enough space under the lines for admin and stacking. The screen would then give all relevant info at a glance without having to look at the base screen itself (that should be especially useful if you called it up by left clicking on the airfield icon on the map).




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