Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Patch 02 Hot fix (build 1097)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 02 Hot fix (build 1097) Page: <<   < prev  1 2 3 [4]
Login
Message << Older Topic   Newer Topic >>
RE: Patch 02 Hot fix (build 1097) - 1/5/2010 9:17:00 AM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline
Thank you all at Matrix very, very much. As usual your support rocks as the best out there!

_____________________________

So much WitP and so little time to play.... :-(


(in reply to tbridges)
Post #: 91
RE: Patch 02 Hot fix (build 1097) - 1/5/2010 9:37:57 AM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
After you save the zip file and installed your game should start out with this date and time stamp.




Attachment (1)

(in reply to tbridges)
Post #: 92
RE: Patch 02 Hot fix (build 1097) - 1/5/2010 10:17:24 PM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
Status: offline
JUST a suggestion, we sto[p calling patches and hotflashes 1-2 -3 -4 and start calling them letters for one and numbers for another.. oops I diod it tooooooo
Examplepatch 2 hotflash A.. ends the numbers on numbers confusion for those less inclined to detail

(in reply to tbridges)
Post #: 93
RE: Patch 02 Hot fix (build 1097) - 1/5/2010 10:55:40 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: freeboy

JUST a suggestion, we sto[p calling patches and hotflashes 1-2 -3 -4 and start calling them letters for one and numbers for another.. oops I diod it tooooooo
Examplepatch 2 hotflash A.. ends the numbers on numbers confusion for those less inclined to detail


I think using the unique version number like they already are is foolproof. For example there is one and only one 1096e ...

(in reply to freeboy)
Post #: 94
RE: Patch 02 Hot fix (build 1097) - 1/6/2010 3:42:22 PM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline
What does this mean:  "213 - Changed disbands to must be in national home base and can not be permently restricted then disband is free (no vp cost), in all other situations it is not allowed."

I've read it three or four times and can't quite decipher it. 

(in reply to witpqs)
Post #: 95
RE: Patch 02 Hot fix (build 1097) - 1/6/2010 3:54:05 PM   
castor troy


Posts: 14330
Joined: 8/23/2004
From: Austria
Status: offline

quote:

ORIGINAL: Canoerebel

What does this mean:  "213 - Changed disbands to must be in national home base and can not be permently restricted then disband is free (no vp cost), in all other situations it is not allowed."

I've read it three or four times and can't quite decipher it. 




It means that you can´t disband any restricted command units anymore to get their equipment back into the pool. And while previously it had a a victory point cost to disband units, it hasn´t anymore.

_____________________________


(in reply to Canoerebel)
Post #: 96
RE: Patch 02 Hot fix (build 1097) - 1/6/2010 3:57:01 PM   
Canoerebel


Posts: 21100
Joined: 12/14/2002
From: Northwestern Georgia, USA
Status: offline
Oh, I was misreading "disband" to refer to ships in port, and therefore the Hot Fix description was really throwing me for a loop.  Thanks for unmuddling my mind, Castor.

(in reply to castor troy)
Post #: 97
RE: Patch 02 Hot fix (build 1097) - 1/6/2010 10:39:08 PM   
JamesM

 

Posts: 1017
Joined: 8/28/2000
From: QLD, Australia
Status: offline
I know that this is a dumb question but where is the link so I get the latest hot fix file?

(in reply to Canoerebel)
Post #: 98
RE: Patch 02 Hot fix (build 1097) - 1/6/2010 11:11:10 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
Go back one page (page 3), it's there in Post #77 (Joe Wilkerson).

(in reply to JamesM)
Post #: 99
RE: Patch 02 Hot fix (build 1097) - 1/7/2010 1:24:59 AM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline


Ok, here is a third (and we expect final) revision of the hot fix for patch 02. We will desginate this "hot fix 03 - for - patch 02". Matrix will return from vacation in the next few days - and place this version of the hot fix into production per their normal process. But here it is for those who want it now.

Changes which are new to the 3rd version of the hot fix begin with number 201.

changeLog:

01. Resolve supply/fuel/resource/oil overflow issues causing loss of same.

02. Fixed issue that was preventing some bases from being resupplied.

03. Added terrain and fort effects against artillery attacks.

04. Artillery when used offensively use 2x amount of supplies.

05. Fixed save not reading properly issue.

06. Fixed overflow issue with air skills going backwards .

07. Fixed some display issues caused by Transfer Ships.

08. Fixed CTD issue with Clouds

09. Fixed issue displaying LCUs at enemy base.

10. Fixed issue with groups that are on withdrawn ships.

11. Adjust ASW/Escort/Submarine attack issue.


===

101 - Fixed group totals were not correct always during Air Phase

102 - Fixed overflow that was stopping new ships in TF from a Base screen

103 - Fixed ASW combat to stop multiple popouts from opening which could cause CTD when drawing map

104 - Changed cloud drawing to eliminate cases where it could be trying to draw invalid locations

105 - Fixed Surface TF wants to fight

106 - Fixed Task Force Loading/Unload Check

107 - Fixed "Sunk by"

===

201 - Allow para-troops to drop on damaged enemy bases.

202 - Fixed Group withdraw check where group does not return but still had a withdraw date; could allow 'gaining' of PPs.

203 - Fixed Returning groups on delayed ships not correctly account for.

204 - Fixed No bonus PPs if withdrawing on the actual withdraw date.

205 - Fixed patrol levels when complement less than 10.

206 - Fix aerial mining missions not working.

207 - Fixed issue causing ships to carry wrong land unit.

208 - Fixed AVD AVP Problem.

209 - Fixed Industry Management Screen - was allowing free expansion of industry.

210 - Submarine reaction range toned down for human players and historical difficulty AI players.

211 - LCU given fort and concealment protection based on terrain from air to ground bombs. Protection will reduce casualties a lot and disruption a bit.

212 - Minor adjustment to upgrade land devices.

213 - Changed disbands to must be in national home base and can not be permently restricted then disband is free (no vp cost), in all other situations it is not allowed.

214 - Fixed bug wherein resources and oil were still being deleted/not produced above 999,999. There is no production cap for resources
however there is still a production cap for oil.

215 - Added supply and fuel spoilage limit to base screen if there is a limit (af + port < 9).

216 - Fixed bug in checking AI cbt TFs (CV,NGFS,SAG) for damage and or lack of a/c and if severe enough TF will RTB.

===

Suggested installation process:

Backup existing AE EXE file by renaming.

Download attachment install into desired AE folder containing current AE EXE file.

Unzip.

Run.


===





_____________________________

AE Project Lead
New Game Project Lead

(in reply to jwilkerson)
Post #: 100
Page:   <<   < prev  1 2 3 [4]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 02 Hot fix (build 1097) Page: <<   < prev  1 2 3 [4]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.688