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RE: PLEASE READ: Public Beta Guidelines - 8/28/2009 9:46:13 PM   
PzB74


Posts: 5076
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From: No(r)way
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Suddenly got black squares popping up and dissappearing over air units after adding the beta patch.
Not sure if anyone else have reported this.

Got a multicore pentium and the following switches:
deepColor -altFont -dual -multiaudio -dd_sw -r -autosave




Attachment (1)

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(in reply to Valgua)
Post #: 91
RE: PLEASE READ: Public Beta Guidelines - 8/28/2009 10:45:15 PM   
invernomuto


Posts: 986
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From: Turin, Italy
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quote:

ORIGINAL: Erik Rutins

Well, anyone who's blown a fuse already has a very short fuse. I think folks who decided they knew everything there was to know about the original WITP one month after that was release were wrong too. For one thing, I think Japan will find that while 1941 and early 42 may be a bit more even in the air than WITP was, 1943-44 will also be a bit more even than they were in WITP. But please do give the new update a try and let me know how it goes.



Glad to read this. I am fine with the zero toned down, but I hope not to see Uber Corsair like in WITP in 43+




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Post #: 92
RE: PLEASE READ: Public Beta Guidelines - 8/28/2009 11:10:48 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
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quote:

ORIGINAL: PzB

Suddenly got black squares popping up and dissappearing over air units after adding the beta patch.
Not sure if anyone else have reported this.

Got a multicore pentium and the following switches:
deepColor -altFont -dual -multiaudio -dd_sw -r -autosave



"-dual" is not used any more. Take it out and use -SingleCpuStart or -SingleCpuOrders. I had to experiment to find the one that worked best for me, it turned out to be SingleCpuOrders.

I would experiment with taking out -deepColor and/or -altFont as well

< Message edited by Admiral DadMan -- 8/28/2009 11:11:58 PM >


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(in reply to PzB74)
Post #: 93
RE: PLEASE READ: Public Beta Guidelines - 8/28/2009 11:15:24 PM   
PzB74


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Thx I'll play around with the switches!

quote:

ORIGINAL: Admiral DadMan

quote:

ORIGINAL: PzB

Suddenly got black squares popping up and dissappearing over air units after adding the beta patch.
Not sure if anyone else have reported this.

Got a multicore pentium and the following switches:
deepColor -altFont -dual -multiaudio -dd_sw -r -autosave



"-dual" is not used any more. Take it out and use -SingleCpuStart or -SingleCpuOrders. I had to experiment to find the one that worked best for me, it turned out to be SingleCpuOrders.

I would experiment with taking out -deepColor and/or -altFont as well



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"The problem in defense is how far you can go without destroying from within what you are trying to defend from without"
- Dwight D. Eisenhower

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Post #: 94
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 12:41:16 AM   
DrewMatrix


Posts: 1429
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Allies vs AI Scen 6:



1) Abadan has max docked size of 48K. I had a TF that was 52K return to Abadan and it docked. (0r appears to have). Furthermore, if I try to add to that TF I can add some huge number (4 billion tons) to the docked TF. This may not actually be docked but it lists as docked.

2) the word "Upgd" doesn't register in the correct column if you look at A/C production in a port. See below.






Re 1 above:

Once you get a TF larger than the port sized docked, which seems to have happened here by having a very large TF return to the port and dock automatically, the limit stays "stuck on open" in that I can not only fill that TF as though it were legitimately docked, but other TFs that show up dock and I can add ships to them keeping the amount of shipping docked larger than the limit the port should allow.

Tell me if you need saves. I have a couple but should send them Email because there is more than one.



Attachment (1)

< Message edited by Beezle -- 8/29/2009 3:59:41 AM >


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Beezle - Rapidly running out of altitude, airspeed and ideas.

(in reply to PzB74)
Post #: 95
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 7:32:25 AM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
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quote:

ORIGINAL: Valgua


quote:

ORIGINAL: Flying Tiger

great job. thanks!

i noticed that the map no longer scrolls when trying to set search arcs. i'm sure it scrolled before?

quote:

arc


I had the same issue. Is it a bug?


Looks like a bug!

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(in reply to Valgua)
Post #: 96
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 7:56:28 AM   
Akos Gergely

 

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same here, no mapscroll while a window is open...

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Post #: 97
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 3:12:02 PM   
Don Bowen


Posts: 8183
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From: Georgetown, Texas, USA
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quote:

ORIGINAL: Beezle

Allies vs AI Scen 6:



1) Abadan has max docked size of 48K. I had a TF that was 52K return to Abadan and it docked. (0r appears to have). Furthermore, if I try to add to that TF I can add some huge number (4 billion tons) to the docked TF. This may not actually be docked but it lists as docked.

....

Re 1 above:

Once you get a TF larger than the port sized docked, which seems to have happened here by having a very large TF return to the port and dock automatically, the limit stays "stuck on open" in that I can not only fill that TF as though it were legitimately docked, but other TFs that show up dock and I can add ships to them keeping the amount of shipping docked larger than the limit the port should allow.

Tell me if you need saves. I have a couple but should send them Email because there is more than one.




Please post a save just before the TF arrives at Abadan - in tech support forum. Also, is the allied side human or computer?

(in reply to DrewMatrix)
Post #: 98
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 6:09:31 PM   
erstad

 

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From: Midwest USA
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quote:

ORIGINAL: Don Bowen

Please post a save just before the TF arrives at Abadan - in tech support forum. Also, is the allied side human or computer?


Don, stock scenario 1 starts with Samah in this condition. It is overdocked at the beginning, and if you create new TFs from the disbanded ships they also start docked.


(in reply to Don Bowen)
Post #: 99
RE: PLEASE READ: Public Beta Guidelines - 8/29/2009 7:48:23 PM   
MechFO

 

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Hi

Just wanted to add that in Scen No. 2 Truk now has 2 (two) size 4 Repair docks. I suppose it should be only one.

(in reply to erstad)
Post #: 100
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 2:41:54 AM   
Scott_USN

 

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From: Eagle River, Alaska USA
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Bad delay when opening base or any information window. Pauses for up to 5 seconds or more. As bad as it was before the hotfix few weeks ago.

I deleted all the switches but -cpu2




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Post #: 101
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 3:07:34 AM   
USSAmerica


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Scott, have you tried the "-dd_sw" switch?  It has really helped smooth out my operation during the orders phase. 

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Post #: 102
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 3:40:44 AM   
witpqs


Posts: 26087
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From: Argleton
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quote:

ORIGINAL: USS America

Scott, have you tried the "-dd_sw" switch?  It has really helped smooth out my operation during the orders phase. 


I second that. Really made things faster.

(in reply to USSAmerica)
Post #: 103
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 3:47:33 AM   
Scott_USN

 

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I will try that out thanks!

(in reply to witpqs)
Post #: 104
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 4:21:31 AM   
Scott_USN

 

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From: Eagle River, Alaska USA
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That worked, got some funky graphics glitches but I prefer that to 5+ second delay when I click on a task force or base.

(in reply to Scott_USN)
Post #: 105
RE: PLEASE READ: Public Beta Guidelines - 8/30/2009 8:08:26 PM   
sprior


Posts: 8596
Joined: 6/18/2002
From: Portsmouth, UK
Status: offline
Playing as IJn in a pbem game and getting a persistent crash to desktop. Saved game file available if anyone is interested.

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(in reply to Scott_USN)
Post #: 106
RE: PLEASE READ: Public Beta Guidelines - 8/31/2009 1:14:18 AM   
Scott_USN

 

Posts: 715
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From: Eagle River, Alaska USA
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I took all switches but -SingleCpuOrders

When I restarted the game I seen no loading screen it just spalshing and went straight to the 010101010101 movie thing.

I have no delay when clicking info windows or selecting units. With the -cpu2 swith an -dd_sw I had horrible lag after a few rounds.

I will let you know, I guess every system is different and nothing works for everyone. It is blazing fast now.

I have a DualCore 3.0 ghz CPU

(in reply to sprior)
Post #: 107
RE: PLEASE READ: Public Beta Guidelines - 8/31/2009 10:54:49 AM   
Joseph_Nevsky


Posts: 46
Joined: 7/28/2009
From: Spain
Status: offline
Thank you very much for this patch. For me, it´s working great!


My system = Intel Core 2 Quad CPU Q9550 2.83GHz (4 Gbs. RAM, Windows Vista 64 bits).

I´ve tried different switches combinations, and the following one is working fine in my case:

-cpu4 -altFont -multiaudio -dd_sw -deepColor -fd -r


At the begining, I wasn´t sure using "-cpu1" or 2, 3, 4... But at the end, I´m using "-cpu4". If I change them, I cannot see the difference.
Now game is running softer, and specially fonts are now more readable

< Message edited by Joseph_Nevsky -- 8/31/2009 10:55:41 AM >


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Post #: 108
RE: PLEASE READ: Public Beta Guidelines - 8/31/2009 8:20:05 PM   
Iridium


Posts: 932
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From: Jersey
Status: offline
Taiho's DP guns were not changed to 10cm/65 models in scenario 2 from what I saw.

I could be wrong but I thought Ibuki was to be equipped with 8cm/60 guns as her DP battery.

Just getting a good look at the beta patch now, looks great so far. Keep up the good work guys.

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Post #: 109
RE: PLEASE READ: Public Beta Guidelines - 8/31/2009 8:35:31 PM   
John Lansford

 

Posts: 2662
Joined: 4/29/2002
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Last night I had a repeating icon/nonrefreshing screen problem hit my patched game.  Scrolling across the screen, all the IJN icons started repeating down the screen and did not refresh when I stopped.  I rebooted the computer and everything went back to normal, but this is a brand new computer with much better hardware than the minimum required for AE. 

Also, the IJN seems to think they've taken Davao already, and have parked a TF in the harbor even though it's still Allied.

(in reply to Iridium)
Post #: 110
RE: PLEASE READ: Public Beta Guidelines - 9/1/2009 7:07:55 AM   
jb123


Posts: 276
Joined: 8/6/2009
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Ok this is all cool, but I don't get this one:

When calculating the bonus for land unit planning for a target, the land unit and its HQs (corps and command) must be planning for same target to get the bonuses.

So if SwPac is prepping for Townsville and the 32nd Div is prepping for PM the div doesn't get bonuses? The 32nd div has no corps HQ. And what about later in the war when I may have two or three assaults going on (such as the near simultaneous ozzie landings in the DEI). This means Prep points mean nothing if two assaults are taking place under the same HQ?

I think I love this game, it sucks a lot of my time, but I don't get it.


(in reply to Erik Rutins)
Post #: 111
RE: PLEASE READ: Public Beta Guidelines - 9/1/2009 8:56:29 AM   
pturky

 

Posts: 5
Joined: 6/8/2004
From: Devon UK
Status: offline
Hi just loaded the beta patch and noticed the USA ENGINEERS are still set to enter date 99/99 are they going to sort this, sorry if this has been reported before.

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Post #: 112
RE: PLEASE READ: Public Beta Guidelines - 9/1/2009 9:23:39 AM   
Iron Duke


Posts: 529
Joined: 1/7/2002
From: UK
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Hi
Are you refering to an in game unit or in the database - ? what slot number ?
If the unit is labeled just USA ENGINEERS it is probably a TOE entry and sets the equipment level of other in game US enginering units

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Post #: 113
RE: PLEASE READ: Public Beta Guidelines - 9/1/2009 5:19:30 PM   
pturky

 

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From: Devon UK
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In the resources pool last entry gets 9 per month just wondering what year it needs to be set at


< Message edited by pturky -- 9/1/2009 5:20:56 PM >

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Post #: 114
RE: PLEASE READ: Public Beta Guidelines - 9/2/2009 11:48:58 AM   
Hanzberger


Posts: 921
Joined: 4/26/2006
From: SE Pennsylvania
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quote:

ORIGINAL: jb123

Ok this is all cool, but I don't get this one:

When calculating the bonus for land unit planning for a target, the land unit and its HQs (corps and command) must be planning for same target to get the bonuses.

So if SwPac is prepping for Townsville and the 32nd Div is prepping for PM the div doesn't get bonuses? The 32nd div has no corps HQ. And what about later in the war when I may have two or three assaults going on (such as the near simultaneous ozzie landings in the DEI). This means Prep points mean nothing if two assaults are taking place under the same HQ?

I think I love this game, it sucks a lot of my time, but I don't get it.



The way I understand it is: HQ will only give a bonus to whatever they are planning for and if they are in range of anything else they also give a bonus to that. If your outta range your outta luck.

(in reply to jb123)
Post #: 115
RE: PLEASE READ: Public Beta Guidelines - 9/2/2009 2:54:13 PM   
rockmedic109

 

Posts: 2390
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From: Citrus Heights, CA
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quote:

ORIGINAL: pturky

In the resources pool last entry gets 9 per month just wondering what year it needs to be set at


I am not sure it makes any difference or not. THe Availability date in the editor is 9999 for all allied squad devices. If the allies do not get their engineers then this is a showstopper. If it still works then it is a non-issue. I haven't heard any of the developers weigh in on this.

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Post #: 116
RE: PLEASE READ: Public Beta Guidelines - 9/2/2009 3:35:53 PM   
JWE

 

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quote:

ORIGINAL: rockmedic109
quote:

ORIGINAL: pturky
In the resources pool last entry gets 9 per month just wondering what year it needs to be set at

I am not sure it makes any difference or not. THe Availability date in the editor is 9999 for all allied squad devices. If the allies do not get their engineers then this is a showstopper. If it still works then it is a non-issue. I haven't heard any of the developers weigh in on this.

Squads and weapons that populate LCUs begin at device slot # 701. Land devices from # 258 to # 699, with 9999 in the “Available” field, are not used.

You will find your US Cmbt Eng Sqds starting at 1108. Others are grouped by nationality.


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Post #: 117
RE: PLEASE READ: Public Beta Guidelines - 9/2/2009 6:58:11 PM   
whitesd

 

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Erik
Just downloaded and applied to existing full campaign.
I have a problem on the Screen which summarises all the ground units within a base, the new option to toggle Replacements on / off.
Both do the same thing - they both toggle replacements ON :-)
Simon

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Post #: 118
RE: PLEASE READ: Public Beta Guidelines - 9/3/2009 12:02:53 AM   
KHawk

 

Posts: 61
Joined: 7/3/2004
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quote:

ORIGINAL: jb123

Ok this is all cool, but I don't get this one:

When calculating the bonus for land unit planning for a target, the land unit and its HQs (corps and command) must be planning for same target to get the bonuses.

So if SwPac is prepping for Townsville and the 32nd Div is prepping for PM the div doesn't get bonuses? The 32nd div has no corps HQ. And what about later in the war when I may have two or three assaults going on (such as the near simultaneous ozzie landings in the DEI). This means Prep points mean nothing if two assaults are taking place under the same HQ?

I think I love this game, it sucks a lot of my time, but I don't get it.



No this is not correct. The 32nd Div gets its own bonus it just does not get the additional bounes from the HQ.

Unit A preped for location X only gets the A bonus.
Unit B preped for location Y and HQ preped for Y gets B + HQ bonus.

Hope this helps.

KHawk

(in reply to jb123)
Post #: 119
RE: PLEASE READ: Public Beta Guidelines - 9/3/2009 12:23:38 AM   
jomni


Posts: 2827
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I like the sound of Quite China.
China has been the most active front in my game as Japanese.
Forcing me to send troops to the font line and subject the cities to partisan attach.

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Post #: 120
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