RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (Full Version)

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witpqs -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/23/2013 12:23:29 AM)

A continuing game, Babes 28-C started early December 2011 under whatever Beta was extant at that time. The date seemed OK. The only glitch is that the ones on the carrier didn't go automatically.

Oh, another slight issue but maybe better dealt with in scenario data than code - the groups for Wasp did not sync right. The VS group withdrew but planes and pilots did not go into the VB group. I suspect that's because they are different numbers (they were VS-71 and VB-72).

I'll send you a save so you can look at why it didn't work on the carriers.




michaelm75au -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/23/2013 12:45:43 AM)

The Wasp groups don't get any default template - don't match the minimum a/c capacity of 85. Any change to them would have to be thru scenario data.




witpqs -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/23/2013 1:01:16 AM)

I made a type BTW, it was Babes 28-C.




michaelm75au -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/23/2013 2:07:21 AM)

The carrier groups will only re-size when in friendly base hex.

BTW, I found an issue with my own save in that the disbanding VS didn't automatically send its plane/pilots to the VB.




PaxMondo -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/23/2013 3:14:24 AM)

Michael,

Thanks for the ongoing support!!

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




michaelm75au -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/23/2013 3:40:54 AM)


quote:

ORIGINAL: witpqs

Oh, another slight issue but maybe better dealt with in scenario data than code - the groups for Wasp did not sync right. The VS group withdrew but planes and pilots did not go into the VB group. I suspect that's because they are different numbers (they were VS-71 and VB-72).


The name of the groups shouldn't matter (unless the scenario is relying on the default template). A disbanding group, that can pool its plane/pilots, will attempt to find a group that has same type of a/c and is either changing size or needs replacements.





DOCUP -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/23/2013 9:48:40 PM)

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?




trhinz -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/23/2013 11:10:44 PM)

I saw this too a few turns ago in my Babes game with zuluhour. A 52 plane US fighter sweep came in in numerous packets, some as small as 4 planes. I've never seen this before.




koniu -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/24/2013 5:21:48 AM)

quote:

ORIGINAL: DOCUP

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?


Confirming that.
I start thinking You have start using small P-38 groups or giving % to rest.
It happens two times in two days over the same hex. Also as i remember when You sweep Magwe few day ago they come in full 25 size, and we had play that turn under 22a patch also(can be wrong). So maybe bad dice rolls only?






JocMeister -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/24/2013 5:43:32 AM)


quote:

ORIGINAL: DOCUP

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?


This has been in BETA the two times Erik and I tried it. When I reported the issue I was told a bug was found and fixed and that is what is causing this behavior. So I guess this is how its supposed to be.




Crackaces -> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 (1/24/2013 3:03:16 PM)


quote:

ORIGINAL: JocMeister


quote:

ORIGINAL: DOCUP

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?


This has been in BETA the two times Erik and I tried it. When I reported the issue I was told a bug was found and fixed and that is what is causing this behavior. So I guess this is how its supposed to be.


I realize that certain algorithums and the results of these algorithums adds to the fog of war. However, there is also the problem of identifying eroors with these algorithums when code changes. In one example, the LCU occupying a hex with LI/HI, a behaivor change happend with nobody realizing it .. until the Moose spoke up .. I am not sure that leaving the morale checks and other "fixable" variables hidden from the players is a good idea as opposed to the random variables being hidden. What if the code breaks and a skill/morale or whatever check fails and it should not have failed ... How would I know if the code was broken to report the error? Thus a balance between FOW and the fact this this game is the result of software code and software is inherrently full of faults. Maybe a combat message .. "Lt Dan fails air skill check groups fail to link up" .. or "Lt Bob fails morale check group fails to fly mission," even a message "the game has decided to randomly dispurse the mission so you will get frustrated and realize the stuff happends in war" would be helpful in identifying aberrant vs. expected software behavior.

On the other hand most games do not have such a dedicated indivudal to maintain the game long after its publication. For that the community must be grateful.

Just a thought . if you do want to catch more errors .. then plugging in some descriptive messages for the most controversial behaviors might be helpful in id'ing errors. .... and these messages would be helpful to the community to understand when the game is acting as designed -- lowering the number of false "bug" reports ...




barkman44 -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/24/2013 4:50:49 PM)

this may be regarded as a stupid question but how do i get it to run full screen?i'm running win7 1600x900 resolution.
never mind figured it out




mikkey -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/24/2013 11:00:01 PM)

barkorn, you must improve your shortcut with something similar like this:
"I:\YOUR PATH WITH War in the Pacific Admirals Edition\War in the Pacific Admiral Edition.exe" -f -px1600 -py900 -deepColor -altFont -SingleCpuOrders -multiaudio -cpu2 -dd_sw
More information about shortcut switches are in WhatsNew.pdf in your game folder.




henry1611 -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/27/2013 4:17:08 AM)

In the TF Information Screen, there is block of info provided for the TF's total Gun, AAA, Torps and ASW values. Is there any way to get that same info added into the Create a TF Screen as illustrated below? I know that the Create a TF Screen for a Combat TF provides these values for the individual ships but it would be good to know the total values for the whole TF as it is being created. Also, the Create a TF Screen for a Non-Combat TF (e.g., Cargo) does not provide these values at all, so it would be doubly nice!

Just a hopeful wish if it can be done. Thanks!

[image]local://upfiles/33897/3F067894B95B4E368E4FEAA7D6EB5800.jpg[/image]




BigDuke66 -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/28/2013 8:55:12 PM)

OK I'm not sure if this problem is scenario related or related to the program.
Let me explain:
Currently I'm playing the Guadalcanal scenario and when trying to move a unit by strategic move north it only works when I click the hex, clicking the base will either show "Unable to reach target, movement not allowed" or "Invalid destination" depending on where my map has "jumped" to.
The map "jump" itself seems to come from the fact that the playing field its smaller than my screen resolution and scrolling up or down makes the map view constantly jump left & right.
Jumped right gives "Unable to reach target, movement not allowed"
Jumped left gives "Invalid destination"
Strangely with bases a bit more right like Bundaberg the problem isn't so big, jumped right still gives the "Unable to reach target, movement not allowed" message but jumped left works.
So is this scenario related or an WITP problem?
I guess enlarging the play field could help, 1920 is a typical screen resolution on todays TFTs




Quixote -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/28/2013 10:40:36 PM)

I think it's a screen resolution issue, not a game or scenario problem. I run on boring old 1280x1024 and strat movement in the Guadalcanal scenario works normally for me. Don't know if michael can do anything to alter the jumping you get playing on a screen that big, but you could always drop your resolution just a bit when playing this scenario (even for just a turn or two) if you had to do some strat movement, then go back to the settings you like. Not an ideal fix in your case, but I'm guessing it would work.




michaelm75au -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/29/2013 9:39:22 AM)

I don't have the issue with my laptop (native res 1366 x 768) Game played with 1200x768 in window mode.


[image]local://upfiles/3086/240E4C1A44CD46999661EF82A589B12D.jpg[/image]




Itdepends -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/29/2013 9:52:14 AM)

A wish list for the TF screen (or even on map). Would it be possible to quickly rank TF's in the TF list by detection limit? It would really help sub operations and help maintenance of surface TF's once you realise they've been detected.




michaelm75au -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/29/2013 11:39:24 AM)


quote:

ORIGINAL: henry1611

In the TF Information Screen, there is block of info provided for the TF's total Gun, AAA, Torps and ASW values. Is there any way to get that same info added into the Create a TF Screen as illustrated below? I know that the Create a TF Screen for a Combat TF provides these values for the individual ships but it would be good to know the total values for the whole TF as it is being created. Also, the Create a TF Screen for a Non-Combat TF (e.g., Cargo) does not provide these values at all, so it would be doubly nice!

Just a hopeful wish if it can be done. Thanks!


It sounds reasonable. However, the screen is full and we can't just overwrite the info where you had it.
So I have made the TF type a 'menu item' so it can show a mouse-over message as shown.



[image]local://upfiles/3086/03F7424DEA084572A0FE0ACA45A72BA6.jpg[/image]




n01487477 -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/29/2013 11:55:24 AM)

While you're making changes, maybe I could request a change to TF display too. Out at sea, I sometimes want to split a larger TF into smaller TF's near a locale I am attacking multi-prong. The thing is when I want to split these I can only see troop numbers, not unit names...and chance of toggling this ? I can do this with tracker open tho ;-)


Thx for any consideration...




michaelm75au -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/29/2013 12:56:34 PM)


quote:

ORIGINAL: n01487477

While you're making changes, maybe I could request a change to TF display too. Out at sea, I sometimes want to split a larger TF into smaller TF's near a locale I am attacking multi-prong. The thing is when I want to split these I can only see troop numbers, not unit names...and chance of toggling this ? I can do this with tracker open tho ;-)


Thx for any consideration...

You should be able to right click the ship carrying the troops and see the details. However, for that display it isn't showing the cargo which it does in another small ship display screen.
I'll fix up that screen so it will be consistent.


[image]local://upfiles/3086/B08B9343A4BC408CBBD69E02F09FE8A4.jpg[/image]




henry1611 -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/29/2013 3:44:37 PM)


quote:

ORIGINAL: michaelm


It sounds reasonable. However, the screen is full and we can't just overwrite the info where you had it.
So I have made the TF type a 'menu item' so it can show a mouse-over message as shown.



[image]local://upfiles/3086/03F7424DEA084572A0FE0ACA45A72BA6.jpg[/image]


Fantastic! Just what I was looking for. Thanks.




PaxMondo -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/30/2013 12:16:02 AM)

Michael,

Thanks for the ongoing great support!

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




nadia911 -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/30/2013 1:13:05 AM)

Hello, this is the first time I write in the forum, I think ... Although I have been playing since the Uncommon Valor [&o]

Is there any way to bring some transparency to the game menus?

Thank you very much for your great effort to keep this game as the best game of strategy.

Regards

Excuse my english




JeffroK -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/30/2013 1:52:20 AM)


quote:

ORIGINAL: nadia911

Excuse my english


Nadia,

Never apologise for your ability in a second, third? language.

As you read through you will find that many native English speakers struggle to get it right.

Its only when you try to stalk strine will you and most others struggle.[8D]

PS I believe some have found this a great way to learn English, look forward to more posts.




JeffroK -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/30/2013 1:55:24 AM)

Maybe building on from Nadia's post, I find the combat report screen too big, a good portion taken up by pictures, plus it sits over the centre of the map which is usually in the area where the combat is.

? Could the combat report screen be made smaller, crop out the pictures.

? Could the combat report be placed in a corner of the map.

Items 32424244 and 32424245 on the works in progress!




LargeSlowTarget -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/30/2013 7:09:31 PM)

+1 [sm=innocent0001.gif]

The combat animation screens are already on the right side so the combat area in the center is visible. Same for the combat report screen would be nice.




michaelm75au -> RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012 (1/31/2013 10:12:05 AM)


quote:

ORIGINAL: nadia911

Hello, this is the first time I write in the forum, I think ... Although I have been playing since the Uncommon Valor [&o]

Is there any way to bring some transparency to the game menus?

Thank you very much for your great effort to keep this game as the best game of strategy.

Regards

Excuse my english

Not really without changes to the engine that handles screen/windows. It is not a MS Windows handler, but a purpose built one.




Numdydar -> RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013 (2/1/2013 6:35:59 PM)

Does the below mean that Allied ships that are overdue to withdraw can withdraw from ANY port now versus having to go to a specific port? I never understood why a ship had to sail to a special location to withdraw. Just allow it to be taken OOT from whatever port is happens to be in. Like the Navy really cared that the ship was in OZ or Pearl when they needed it elsewhere?

Allow overdue ship groups to withdraw from ship in base hex rather than move ashore

Navy: "We need you for DDay so sail to Pearl ASAP."
Capt: " I'll just sail directly to England around South Africia"
Navy: "No we have to have you sail to Pearl before we can send you there."
Capt: "But we are currently docked in Darwin!!"
Navy: "Sail to Pearl of be relieved of command."

Pretty silly no?





BigDuke66 -> RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013 (2/1/2013 6:57:41 PM)

I prefer to move them off-map just to give a jap sub a chance to take a shoot.
This way ships can get out of the biggest mess just like "Jeannie".

@michaelm
Could you tell me what values flow into the automatic conquering of empty bases if any?
Just seeing strange things like being on Lunga, jap on Tassafaronga, and suddenly Allies take Russel Island.




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